Archive for the ‘Games’ Category


Pixel-Perfect Text with Dynamic Fonts for Unity

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

Pixel-Perfect 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 Pixel-Perfect 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 Pixel-Perfect 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 Pixel-Perfect Dynamic Text adapts to the new resolution.

There’s also a “Lorem Ipsum”-demo version, 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.

Here are also some other assets to check out:


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.


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.




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).


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.

Update early 2019: Since Google+ is shutting down, I edited this post to contain content from the original G+ posts rather than just link to them.

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”.

Continuing with observations about Oculus Rift HMD.

It’s good to pay some extra attention to aligning eyes with the lenses. It’s quite easy to be a bit off vertically, at which point things appear blurrier than they should. At some point I kept shortening over-the-head strap, trying to fix that problem. Until I realized I should actually lengthen it a bit and tighten the horizontal strap instead.

A bit more testing of OVR SDK with Unity… I noticed I get considerable amount of extra tracker lag if I use the Direct3D 11 renderer. I don’t know much about the innards, but my wild guess is that maybe there’s longer swap chain or something. So I guess it’s better to disable the D3D11 for now.

Here’s my first test to play around with OVRPlayerController from the SDK. Better to start with the basics. :) If you like, you can think of this as a game where you have to find the hemisphere.

Windows executable: (link deleted, the build is obsolete)

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.)

Here’s one minimal take on that idea. You’re playing a single random white piece, and your task is to eat 5 opponent pieces before they get you. There’s addition of landscape types — water, walkable stuff and impassable rock. Dandy types of pieces don’t want to go to water, and none of them can pass deep water or rock.

There’s pile of subtle bugs so just hit restart if it goes sour somehow. Didn’t have time to sort through them since the one-game-a-month deadline is looming. :)

(link deleted) build is obsolete, as it required Unity web player

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.)

It’s a 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.)

I made the prototype using Processing, but for some reason it didn’t work with as a web .js version, so what you can get is a Win32 download for an executable version (you need to have Java installed).

Scroll down the game list to find the “Betripled” one.
(link deleted; something was changed in the onegameamonth website and my profile page stopped working)


llab, my game for 26th Ludum Dare

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.

(Note: Removed link to play in web browser, as Unity player plugin is now deprecated.)


Mini game controls prototype for 1GaM

Another “not really much of a game” entry for the One Game a Month. Toyed around with Processing, here’s a minimal game controls prototype. Sorry, you should use a mouse with this (and left mouse button), a touchpad is probably not going to be handy at all.


One Game A Month – Shmupless

Shooter without enemies.

This is not much of a game, just a minimal test about a shooter where only your own bullets are the dangerous thing. Control ship with arrow keys, shoot bullets with Left Ctrl key.

(link deleted) build is obsolete, as it required Unity web player


Old stuff to start with One Game A Month – IOCCC19 Billiards

IOCCC19 Billiards
A failed attempt at taking part in 19th IOCCC.

There’s a new “One Game A Month” project which has just started at January, with aim for developers to make game each month for a year (or more). Although it’s February already, there’s still time to start and submit for January as well, the first month being a special case where you can submit late entries.

I didn’t do anything new for the January and thought about skipping that month already, but then I decided I could just add some older thing for the January entry, and here it is…


K2 and 1KB

I’m taking part in the game development competition of Assembly 2012 event. I sent a little prototype game named “K2“. Click here for the game web page.

This year the event is also having “1KB intro” competition. I’m a big fan of little 4KB demo things, having made a few myself as well. Those can have surprisingly lot of stuff in them. But doing something interesting in just one kilobyte is a hard challenge. For example, an executable which simply opens a window and does nothing else, and works on Windows 7, will take maybe about half of the 1 KB (when compressed with Crinkler, de facto compressor for small executables nowadays). Anyway, I have already made a little try for a production in that size category, which you will be able to see in two weeks when the event takes place.