fairyengine.blogspot.com
FairyEngine's Dev Log: A few tips for Unity I learned while porting Flower Garden (1/2)
http://fairyengine.blogspot.com/2013/12/a-few-tips-for-unity-i-learned-while.html
Monday, December 9, 2013. A few tips for Unity I learned while porting Flower Garden (1/2). Using two versions (or more) of Unity on your computer. Editor Unity.exe -projectPath myProject. Or, you can also use a project name that does not exist, and Unity will bring up the Project Wizard dialog. However, the easiest way to solve the issue is to go to Edit Preferences General in Unity's menu, and check Always Show Project Wizard once and for all. As soon as you start working on a project, you should put i...
fairyengine.blogspot.com
FairyEngine's Dev Log: Before and after screenshots
http://fairyengine.blogspot.com/2011/03/before-and-after-screenshots.html
Friday, March 25, 2011. Before and after screenshots. I haven't written anything recently, as I was busy porting Jigsaw Guru Free to Android. I have a lot to say about this experience, but before that, here is another post I've wanted to share for quite a while: the "before and after screenshots" comparison. Personally, I use them all the time! May 16, 2014 at 1:30 AM. Those look interesting. Keep posting. February 25, 2015 at 6:12 PM. July 21, 2015 at 7:46 PM. Subscribe to: Post Comments (Atom). Simple ...
fairyengine.blogspot.com
FairyEngine's Dev Log: How to have a full screen WHITE splash screen in Unity no matter the resolution
http://fairyengine.blogspot.com/2014/01/how-to-have-full-screen-white-splash.html
Tuesday, January 21, 2014. How to have a full screen WHITE splash screen in Unity no matter the resolution. Note: replacing the Unity splash screen with your own is a Pro-only feature as of this writing. Let's look at what the 3 options in Unity do. For that matter, I'll use a 768*1024 image created for the iPad, and try to make it work on a tablet with a 800*1280 screen resolution. Option 1: "Center (only scale down)". Option 2: "Scale to fit (letter-boxed)". Option 3: "Scale to fill (cropped)". Along t...
fairyengine.blogspot.com
FairyEngine's Dev Log: February 2011
http://fairyengine.blogspot.com/2011_02_01_archive.html
Monday, February 7, 2011. At the end of the postmortem I wrote for my Windows Phone 7 game Jigsaw Guru. I mentioned I was about to submit a free, ad supported version of the application, since the downloads and sales of the paid game were extremely low. When Jigsaw Guru Free was released on December 29. This should speak for itself:. Figure 1: downloads for Jigsaw Guru (10/23-01/28). Figure 2: downloads for Jigsaw Guru Free (12/29-01/28). The eCPM (effective cost per thousand - shouldn't that be eCPT?
fairyengine.blogspot.com
FairyEngine's Dev Log: A few tips for Unity I learned while porting Flower Garden (2/2)
http://fairyengine.blogspot.com/2013/12/a-few-tips-for-unity-i-learned-while_16.html
Monday, December 16, 2013. A few tips for Unity I learned while porting Flower Garden (2/2). Unity defines some symbols. That you can use in your scripts, for example to have slightly different code on different platforms, or to run some code only inside or outside of the editor, like this:. Language = "French"; / TESTING. Language = UnityEngine.Application.systemLanguage.ToString();. RequireComponent(typeof(MeshFilter), typeof(MeshRenderer) ]. Public class TurtleUITexts : MonoBehaviour. When you drag an...
fairyengine.blogspot.com
FairyEngine's Dev Log: Time flies
http://fairyengine.blogspot.com/2013/12/time-flies.html
Monday, December 2, 2013. I recently noticed my last post on this blog was over 2 years old; seriously? Maybe it's time to catch up then, before I try blogging about some topics I've been interested in lately. Since I talked about downloads, here is a strange fact: when I published Jigsaw Guru on iOS, and although it didn't make much noise at all, I saw a significant bump in the number of installs. on Android! Is an iOS game that, even if you never saw it at the top of the most important charts, has had ...
fairyengine.blogspot.com
FairyEngine's Dev Log: December 2013
http://fairyengine.blogspot.com/2013_12_01_archive.html
Monday, December 16, 2013. A few tips for Unity I learned while porting Flower Garden (2/2). Unity defines some symbols. That you can use in your scripts, for example to have slightly different code on different platforms, or to run some code only inside or outside of the editor, like this:. Language = "French"; / TESTING. Language = UnityEngine.Application.systemLanguage.ToString();. RequireComponent(typeof(MeshFilter), typeof(MeshRenderer) ]. Public class TurtleUITexts : MonoBehaviour. When you drag an...
fairyengine.blogspot.com
FairyEngine's Dev Log: The Android experiment: porting my XNA game to Google's platform
http://fairyengine.blogspot.com/2011/05/android-experiment-porting-my-xna-game.html
Monday, May 30, 2011. The Android experiment: porting my XNA game to Google's platform. In this post, I'm going to talk about my experience porting my XNA game Jigsaw Guru Free. From the Windows Phone 7 platform to Android. I will focus on the development side of things only, marketing a game on Android and the fact that there are multiple market places (including the quite recent Amazon Appstore for Android) would be a totally different topic. Why try a new platform? On Android, you can write code eithe...
fairyengine.blogspot.com
FairyEngine's Dev Log: July 2011
http://fairyengine.blogspot.com/2011_07_01_archive.html
Sunday, July 17, 2011. Postmortem: Ace of Dynamites. The bad experience I had developing on Android. Twenty years ago, when I was a student with some spare time on his hands. I made sure I have all the iconography I would need. This one is going to sound like a joke, but it's true: having a phone to test the game was great! As I explained in the postmortem of Jigsaw Guru. Pretty early in the project, I decided I would submit an Xbox360 build of Ace of Dynamites to the Dream Build Play. I don't use much m...