2014-03-15

Pixel-Perfect Text with Dynamic Fonts for Unity

Here’s my second addition to the Unity Asset Store:

Dynamic Text for Unity

Here’s a “TL;DR” description of what’s it all about:
Pixel-perfect Dynamic Fonts for Unity! Dynamic Text is a component for displaying pixel-perfect camera-facing text. Size & position are defined in world units. Sharp like built-in GUIText, but part of the scene like TextMesh.

The Dynamic Text page linked above has lots more info which I’m not going to repeat all here. But, shortly said, the page describes some common issues when working with text, and how the Dynamic Text asset helps to solve them. There’s also a long list of features to convince you why it’s good. However, also the few trade-offs and caveats are listed. And, there’s a bunch of questions and answers listed and the version history.

But, don’t forget to check out the interactive demo (Unity Webplayer plugin needed), or a YouTube video of the demo. If you run the web player demo, remember to try changing the size of that browser window, so you see how the Dynamic Text adapts to the new resolution.

Edit: There’s also a “Lorem Ipsum”-demo version now available, which lets you try the asset freely inside Unity. But it generates the text mesh using characters from the well known text instead of your string.

2013-12-10

Seminar Slides – Aalto Games Now! – What Is This Indie Anyhow?

Aalto Media Factory and Media Lab Helsinki have an open and free lecture series about game industry this fall and next spring – Games Now!

Yesterday the topic was “What Is This Indie Anyhow?“, with a panel discussion by Tero Virtala from RedLynx, Johannes Vuorinen from Frogmind and Jetro Lauha from Strobotnik (that’s me), moderated by Jaakko Kemppainen from Triple Sec Entertainment.

Each of us did a short presentation before the panel. My presentation contained some personal history of my work with games, as well as a few opinions what does it mean to be an “indie” game developer (and well, that you really aren’t independent of everything).

You can check a video of the panel from the Games Now! -site.

Lot of the content in my presentation was in spoken form with slides having pictures and not that many words, but in case somebody is still missing the slides, here’s links to them.

PDF slides (15 MB)
Executable Slides (Windows, 13 MB)
Executable Slides (Mac OS X, 27 MB)

Again I built my slides using Unity. If you run an executable version and press ‘P‘ key in the black “2013″ slide, you can view further versions of the graphical plant like growing thing. It’s a tech teaser about what I’ve been working with lately, trying to grow it into a bit fuller concept of a product.

2013-12-09

Seminar slides in Finnish – Demoskenen rooli pelialan esiinmarssissa

Apps4Finland 2013 competition had its ending event last Tuesday (Dec 3, 2013). Part of the program was a seminar about how opening data leads to changes in approaches (Tiedon avaamisesta toimintatapojen muutokseen). I presented the keynote for the seminar with topic “Demoskenen rooli pelialan esiinmarssissa” (role of demoscene in emergence of game industry in Finland).

While most of the content was in the speech, here’s links to the supporting slides in case somebody wants them. Again, I built my slides using Unity.

PDF slides (4.5 MB)
Executable Slides (Windows, 86 MB)
Executable Slides (Mac OS X, 100 MB)

Slides contain a video (click to play) from tiny 4 kilobyte demo called Dream Creditor, created by me and Jere Sanisalo. You can check the video with audio from YouTube. Also the final slide has a 3D model from Grandma by Rustbloom.

Update: Apps4Finland posted StadiTV’s video recording of the seminar to YouTube.

2013-09-25

Google Universal Analytics for Unity

Here’s my first addition to the Unity Asset Store:

Google Universal Analytics for Unity.

This is an unofficial helper for using the Google’s Universal Analytics. A new way to integrate state-of-the-art realtime analytics on any platform – as long as it is capable of standard http requests.

Read the rest of this entry »

2013-09-13

Jink

jink-vrjam-20130825-1_604x347

Although my last post was already about Assembly 2013 event, I didn’t mention yet that we also participated in the game development compo.

Our game Jink is made for the Oculus Rift, and can’t even be played without having one. Or, more exactly the Development Kit. Despite of this limitation, the game got 3rd place in the event. Starting at the same time, the game also took part in the VR Jam organized by Oculus and IndieCade.

Download the game from its own page, or go check a YouTube video where you can see me playing the game.

Update Oct 2013:
Jink is now taking part in the IGF (Independent Games Festival).

2013-08-08

Prunus Mykiss

PrunusMykiss-screenshot-400x300
We made another 4 kilobyte (0.004 MB) production for the Assembly 2013 event:
Prunus Mykiss, released under Rustbloom label.

Click to download (Windows), or watch a video in YouTube.

Code by tonic (me), design by stRana and music by John Peeba. Uses Crinkler and Clinkster.

2013-08-06

Using Emerging Hardware & Software for Inspiration (2013)

I presented at the Assembly 2013 computer festival a seminar session called Using Emerging Hardware & Software for Inspiration.

In the presentation I explained an idea that from emerging stuff you should find novelty from an interesting data transformation and some leverage from use of existing standards. I also touched some motivational aspects to use emerging hardware and software and tips for approaching. Several small case studies from personal experience was included as well.

The slides are available both as PDF and in executable form (Win32, built with Unity). Note that the slides were only built to support the speech.

PDF slides
Executable Slides (Win32)

I will add YouTube link here once the Assembly event organizers upload seminars there.

2013-07-25

Update on 1GaM

I haven’t posted about my entries to “One Game A Month” for a while, but I’ve still added some prototype things there each month. Here’s an update with links to G+ posts I originally mentioned them.

1gam_may_findthehemisphere
May: My first try playing around with Unity and the Oculus Rift SDK. Not much gameplay there, but with a bit of goodwill you can think of this test as a game, where you have to “Find the hemisphere”.
https://plus.google.com/104521147467545396159/posts/1JPzpu3XotX

1gam_jun_chessman
June: Proto_Chessman – Minimal gameplay prototype, asking the question: What if you take chess pieces out from the traditional board and put them somewhere else? (There’s pile of bugs, but you can get the idea.)
https://plus.google.com/104521147467545396159/posts/hdTbg1qz5st

1gam_july_betripled
July: Betripled – Game mechanic prototype about what you could get if you combine the swap-match-3 game logic with matching-cluster-removal (e.g. Bejeweled & Sega Swirl). The swap-match-3 generates single new tiles for the removal-part at bottom. (Note: here’s no score count or ending.)
https://plus.google.com/104521147467545396159/posts/6m4ERcQSbD8

2013-05-31

Initial and random observations about Oculus Rift

My Oculus Rift arrived two days ago. I’ve since toyed around a little bit with various demos made by others, as well as looked at the SDK a bit (mostly the Unity integration).

Here are links to posts I’ve been sharing in Google+:

http://bit.ly/1aEASBp
http://bit.ly/19tbWis

Added Jun 1, 2013:
http://bit.ly/11dZQ66

Added Jun 6, 2013:
http://bit.ly/18R0YSN

Added Jun 18, 2013:
http://bit.ly/12Gx1F0

2013-04-29

llab, my game for 26th Ludum Dare

201304282344
The 26th Ludum Dare game making contest was held last weekend. The point in the contest is that you have to make a game in less than 48 hours, only by yourself. This time the theme was “Minimalism”, which was actually sort of weird, since the same theme was used also back in 2008 for the 11th LD! Back then I made the game warrior, which did very well.

However, for the latest compo I made a game called llab. It is a little bit inspired by the beginning of Wizball where you could only bounce. I also used Unity3D for the engine this time, which was a nice choice since it meant a lot less coding and more time for other kinds of pondering.

Fun fact: The sort-of-music you hear in the menu is made by making sounds to a voice-changing toy megaphone and then editing it slightly afterwards in Audacity.

Check the game out from its page in the Ludum Dare website, especially if you took part in the compo so that you can perhaps add a rating to it!

Click here to play it right now in web browser (requires Unity plugin).
Read the rest of this entry »


Advertisement: