Author: Mark
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Kards Week 108 Progress
Here’s a bunch of logo designs. Not really sure which one I like best. I think I’ll look at it again later to decide. It’s just a start so definitely can be worked more on later. What’s next: put a logo into the game and figure out the tutorial levels.
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Kards Week 107 Progress
Screenshot shows the start of the main menu. The white area is for the logo. The bottom button works and goes to the main game. The ‘start’ button will give a selection of the single player tutorial levels. I’ve decided to not do a VS AI mode as doing the AI will take a lot…
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Kards Week 106 Progress
The other battle animations are done. The screenshot shows one of them. I learnt a lot more about how to do animations in Unity and am much more comfortable doing them now. What’s next: time to start doing a start menu screen.
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Kards Week 105 Progress
Wow. I don’t know what happened, but the first day I was trying to animate nothing was working. It was very frustrating. There was an error about having to make the animations legacy but when you did that they still didn’t work…. anyways. I honestly don’t really even know how it’s working at the moment…
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Stopping the StartCoroutine with blinking function
The solution may seem simple but it took me a while to figure it out so I thought I’d note it here using a blinking function. public IEnumerator animateTint(GameObject obj,Color newColour,float speed = 2){ Color originalColor = newColour; Color targetColor = newColour; Color defaultBtnColor = new Color(); ColorUtility.TryParseHtmlString (btnColor, out defaultBtnColor); while (obj.GetComponent<Renderer> ().material.color != newColour) { Material objMat = obj.GetComponent<Renderer> ().material; Color curColour = objMat.color; if(closeEnough(curColour.r,targetColor.r) && closeEnough(curColour.g,targetColor.g) && closeEnough(curColour.b,targetColor.b) ){ //objMat.color = newColour; print (“change tint “+targetColor); if(targetColor == newColour){ targetColor = defaultBtnColor; }else{ yield return StartCoroutine(CoroutineUtil.WaitForRealSeconds(1)); //2 targetColor = newColour; } //yield break; } buttonCode btnCode = obj.transform.parent.GetComponent<buttonCode> (); if(btnCode.isBlinking){ objMat.color = Color.Lerp(curColour,targetColor, speed * Time.deltaTime); }else{ objMat.color = Color.white; yield return null; } //print (“tinting “+curColour); yield return null;…
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Kards Week 104 Progress
The screenshot are the different graphics for the battle animations depending on the type of battle. There are 5 types, 1 for each card species and a neutral one. I already know how they’re going to animate – it’s fairly simple but hopefully it won’t be too hard to implement. What’s next: put these in…
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Adding sorting layers to text
You change which sprite is in front or back of each other using sorting layers. UI Text objects do not have sorting layers though. To sort text objects so they are behind or in front of sprites, add the Canvas component to it. Tick the ‘override sorting’ checkbox and now you can add a sorting…
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Kards Week 103 Progress
Added an indicator for type advantage when battling as shown in the middle of the screenshot. If there are is none, then it shows their power number instead. Tested this when the type advantage was reversed and when both fighters are equally matched. Also fixed a bug where certain spells where unplayable or not supposed…
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Kards Week 102 Progress
Printed out the booklet. In total it’s 21 pages so to save paper I skipped the first page. It was just the intro and table of contents. What’s next: test out the booklet and the digital version.
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Kards Week 101 Progress
I made a proper table of contents for the rule book as shown in the screenshot. Getting the line of dots also known as tab leaders was more complicated than I would have liked. I also added page numbers. I reread the rules from start to finish and made some small adjustments. A pdf is…