Wow, time flies. And to think, I planned to give a brief teaser of what games I was working on for November 1… even now, I’m not at where I wanted to be with that. I guess I have a fair excuse: research projects and marking lower classes as a University student has kept me busy, and I may be the new programmer for another indie developer’s game due early in 2015 (more on that later). But darn, I really hope I can get back into my own projects soon. Expect fewer and fewer blog posts until I have more progress.
Tag Archives: video game
What Have I Been Working On?
I promised some weeks ago that I would get around to mentioning exactly what I’m working on at the moment. “Drew and the Floating Labyrinth” has been released about two months ago, and since then I’ve been hard at work at other exciting projects. And school… mostly school.
The result is that I don’t really have anything concrete to show. Sadly. I’m disappointed in myself. But anyway, I’ll stop your curiosity and mention stuff here:
Unity 3D Shaders for Two Transparent Textures
I like programming. C++ and C# make sense to me. Graphics and shaders, less so. I understand them, I just don’t have much experience with the syntax used in Unity 3D’s shader system.
And so, I was annoyed when I wanted to have a shader that faded between two transparent textures. I assumed that this might be a good way to smooth out 2d animations. But while I could find shaders that would fade between two normal textures, I couldn’t find ANYTHING that supported alpha transparency in those textures.
Anyway, after much experimentation, I made up the shaders myself. They work quite well, too. Sadly, they don’t work well for what I need: the first shader is based on Unity’s transparency shaders, which work great by allowing semi-transparent colors, but this causes errors with rendering order and isn’t good for more complex scenes with a lot of transparent textures. I typically stay away from that and use cutout transparency shaders, which don’t allow semi-transparency, but don’t have the errors I mention. From an animation perspective, the first (transparent) shader looks better, but the second (transparent cutout) is necessary for actual use but doesn’t look as good. I provide both here, hoping it helps some of you out. Maybe I can use it elsewhere…
Review of “Drew and the Floating Labyrinth”
Disclaimer: I am the developer of this game. Which makes it a conflict of interest that I would write a review. But given a lack of written scored reviews elsewhere, I felt it best to write something to make sure people know what they would be getting into should they buy the game. It also acts as a release for me, a psychological exercise after releasing my first game. In the meantime, there are a variety of preview posts and playthrough videos online that I encourage you to check out.
What is #gamergate?
What exactly is #gamergate?
Not Gamersgate.com, the PC game digital store and competitor to Steam. The hashtag that’s been trending on Twitter and the internet for a couple months.
Well, as a indie developer, I’m still not exactly sure, but I tried to look it up. I looked up a few random youtube videos about it (which I post here), and encourage you to do your own research and make your own opinions.