Where’s my daughter?! Our Entry for the Global Game Jam 2016

February 3 | 16

For those of you who dont know, the global game jam (http://globalgamejam.org/) is a hackaton where the purpose is to develop a game given a topic.

This year, my Colombian friends from Indie Level and I came up with an idea of a puzzle where the main goal is to sneak into a castle and get to the princess room, hypnotize her and take her back to the starting point. We where inspired in Monument Valley to create this game.

Without further ado, here’s a video on how the game ended up looking after 48 hours. this was made by 2 artists and 2 programmers.

We plan to release the game for Mobile devices with 10 levels initially but no release date yet. if you like it, let me know ūüôā

 

 

Forcing OpenGL on Unity5.x on windows Builds

November 3 | 15

So in the lab we needed to run our builds in windows in OpenGL so based on the docs¬†you just add a “-force-opengl” flag when starting the app and you should be good to go.

But we where getting a pink screen all over the place (symptoms of unrecognized shaders). After fighting with it for a while I asked Aras and turns out that since Unity 5.1 OpenGL shaders are not included into windows builds by default.

So to make this work, just go to Editor->Project Settings -> Player¬†and uncheck “Automatic graphics API” and add GL in the player settings and you should be good to go.

ii_150cf6245fc0db4f

 

Making particles follow a path

September 7 | 15

So I was tasked to make a particle system follow a set of points (P1, P2, P3, … Pn) for a visualization in the CAVE. Basically given a particle system, make the particles in it follow a set of points:

LinearParticlesBASE

 

 

 

 

 

 

 

 

 

 

If we linearly interpolate their positions through a group of points we will get a set of particles that will follow a set of points, something like this:

LinearParticles

 

 

 

 

 

 

 

 

 

 

Instead what we want is to make each spawned particle follow a set of directions, something like this:

LinearParticlesDirection

 

 

 

 

 

 

 

 

 

 

So in order to achieve this, we create an array of directions (given the points), then we check the total distance traveled for each particle and then depending on where the particle is located (across the points) we change the direction accordingly towards the next point (when it reaches each point)

The end result:

The Code:

The code is pretty straight forward; one editor script and one simple script that needs to be attached to a game object that contains the particle system.

Editor Script: (remember to place it under “Editor” folder).

 The script:

Still there is some stuff missing like adding speed to the particles or making the generated pivots move relative to the game object but it pretty much does the job.

 

 

How to know if a point is inside a polygon

April 16 | 15

Here’s a quick code snippet to know if given a point, the point is inside an array of polygon vertices. Based on the crossing number algorithm.

 

This can also be extended to 3D space if necessary, but that’s for the reader.

Open Match-3. Developed in Unity

April 14 | 15

So I had this project for long time stored and didn’t know what to do with it so what a better idea than releasing it!.

Hopefully the community will learn from it, and if you find any better way of doing certain things I’ll be more than happy to receive some feedback!

This project is released under the MIT license, you can do whatever you want with it :).

As the title says is a match 3 that works in Unity. 4.x and 5.x. it contains:

  • Generates a move if the board doesn’t have any more moves left.
  • Supports any amount of gems (for the time being I just added 5 types of gems).
  • Works with any board size (width x height)
  • Generates an “explosion” effect when 3 or more adjacent gems are clicked.
  • Generates a hint (depending on a time in secs set in the inspector) of the largest adjacent gems.
  • Support for score multiplier when you click on several correctly adjacent gems before the hint kicks in.

Here are some screenshots of the game:

Screen Shot 2015-04-14 at 15.03.57

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Also supporting any width x height (17×18) in this case.

Screen Shot 2015-04-14 at 15.05.21

 

 

 

 

 

 

 

 

 

 

 

Finally in order to modify certain parameters of the game, just click over the main camera object and set the desired values inside GameManager component.

Screen Shot 2015-04-14 at 15.07.54

 

 

 

 

 

 

 

 

 

 

 

Liked the project?, Here!, fork it!

 

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Any comments/suggestions/feedback let me know :).