Category: Conflicademia

  • Unity script .meta files

    First of, a little announcement – not only is this my first post on Ninjacrab but it is also my first ever blog post. Cue fanfare and digital equivalent of confetti (twitter posts?). Will try to keep posting here as we progress on the project, mostly for the externalization of memory as my internal memory…

  • Honey bunches of Changes!

    So I made a bunch of changes tonight. Optimized a bunch of things here and there, fixed a number of bugs but the most exciting change is finally building some logic to extend past just one level. Intelligently moving from one scene to another, I definitely side skirted some aesthetics, but I was definitely in…

  • Unity is not subversion friendly

    File location refactoring isn’t actually handled from the Unity IDE for some bizarre reason I performed it in there. I do realize that Unity auto generates the project and solution files from the actual file systems, so I could have actually moved them in Visual studio instead which actually would tell Subversion that the file…

  • Scene freezing fixed & to my fellow nerds being bullied

    So I finally figured out a huge performance bottleneck on the android platform that would freeze the entire game when the probes entered the screen. I was writing what I thought was a really clever implementation to have prefabs or transforms loaded via code directly as opposed to be attached to a behavior script, which…

  • Smoothing out the swiping

    New release of Conflicademia updated tweaking the swiping input so that the consumer of the swipe event can choose to process on a number of different attributes, such as total distance swiped or speed of swipe. After the changes were completed, it seems that swapping weapons on the phone platform are much more intuitive. Additionally,…

  • Axploshuns!

    While swiping is still work in progress, we’ve now implemented a simple particle effect explosion when destroying crates or killing aliens. A lot of work was poured into the swiping, but it’s a tricky thing to get perfected. I think back on the days of street fighter vs pretty much all the other fighting games.…

  • Swiping

    So now that world control is available, I’m focusing on user input enhance gameplay. Besides guiding the ship around there needs to be controls to enable firing or disable… perhaps for levels with shrapnel mine fields that you don’t want to pew pew cause they cause more harm then good or for other effects. I…

  • Moar world selecting enhancements

    The world selector is now finally something to be proud of. There is a smooth camera animation when the world is selected and something that I’m relatively happy with for navigating what levels to play. There will be some added touches to it for improvement, but it’s good now. Next I want to finish up…

  • Partnering up and adding new features

    Well, I’ve finally found someone who seems to be as passionate as I am to work on Conflicademia! He’s already added his first feature, an image extension to the dialog to depict the narrator and enthusiastically moving on. I’ve made a few more enhancements to the level selector. I finally got my idea on how…

  • Input handling and world selecting!

    Logic for handling taps and also using mouse clicks for debugging on my desktop are complete. I also tweaked the code to move from the main menu to the world selector to the scene. It’s crude and doesn’t handle various inputs, but it’s enough to get the point across and test that the input manager…