Tag Archives: unity

Hypno-vision : “To the Same Tune”

[youtube=http://youtu.be/_dscAAvHvMQ]

My most wonderful ex-flatmates at the House of Oops are taking part in the 2012 Bushwick Open Studios. They’re an loft and workspace, providing a creative, relaxing environment to artists from all over the world. I stayed there during 2011 while I lived in New York, and had a lot of fun at the last BOS. This year they invited me to put something forward for the show alongside work by more than 50 others, and although I didn’t have anything new that really suited it, I managed to whip up an audio-visualiser that can at least look nifty in the background. ‘To the Same Tune’ was inspired by my time in New York, a city so full of energy it can be overwhelming. Continue reading Hypno-vision : “To the Same Tune”

New game : War Dog

I had been waiting for this weekend for a long time, it was Molyjam weekend! The Molyjam was(still is?) a gamejam based on the tweets of @PeterMolydeux, a Peter Molyneux parody. Many/all of the ideas are ridiculous, but they’re often brilliant. The Molyjam will hopefully help people realise that ridiculous ideas can lead to amazing games. My game, however, was WAR DOG.

Continue reading New game : War Dog

UniGUI – Now available in the Unity Asset Store!

Unity is a wonderful program, that lets you build 3D scenes, change them, and have them do almost anything you want very quickly. The GUI system, however, sucks. The GUI scripting system forces you to put all the code in one function, you have to specify resolutions directly, and you can’t see what you’re changes look like until runtime. It sucks. Continue reading UniGUI – Now available in the Unity Asset Store!

InputVCR – Make recording/replaying actions in Unity a bit easier

One of my current projects, needed the ability to record player input, then play it back on an object. This is something I’ve had to do several times already. In Muckraker it was how you could ‘film’ something. Rather than record all the changing variables on an object/character (position, rotation, whether they are firing…) you can in most cases just record what the player does. When you play back this input, the object will do the same things and act the same way. (keep in mind that external inputs, like physics, can make the object drift off course after a while, but this can usually be minimised). Even so, keeping track of inputs and playing stuff back without ‘live’ input getting in the way can be a headache.

“There’s got to be an easier way!” (you may say)
[UPDATE: Example project now available in the asset store. Or check out the example scene]

From a site called "Classrooms of the Future" !?!?

Continue reading InputVCR – Make recording/replaying actions in Unity a bit easier