Dev Log 1/11/2013

Dev Log 1/11/2013

This evening I worked on basic boiler plate stuff. I put some stuff up on github including Futile QuickStart I even made a pull request for Futile.
I pretty much spent the rest of evening fighting my font code. Fonts took way too long because I though I was running the latest version of Futile, but it turned out I wasn’t. I got confused about my github pull and which package I imported. Exactly, one of those things that bugs me about the way github’s and Unity’s idiosyncrasies interact. Anyway, once I figuring that out, Futile gave me a useful error that nicely explained what the problem was, oh hum.

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Recommended Game Development Reading, Watching and Playing

A Thumbs Up

Updated 8/08/2013

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WAUUG is born!

One my achomplishments of the holidays was the sucessful launch of WAUUG or the Washington (DC) Area Unity3D Users Group.

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Futile Quick Start

Futile is a framework that allows you to control rendering within Unity programmatically. This is a boon to anyone interested in 2D games and finds, like myself, that Unity impedes 2D game development.

  1. Get Futile from Github
  2. Import the Futile.unitypackage into you Unity project, Assets->Import Package->Custom Package…
  3. Create an Empty GameObject and call it Futile Camera, GameObject->Create Empty
  4. Find the Futile script in the Project Pane and drag it to the Futile Camera object you just created.
  5. Make or find a fun and silly image, I like this one: OMG IT SPINS
  6. Now put it in you Unity project under the Asset folder and call it OMG.
  7. Click on the image and set the Texture Type to Advance and then the Non Power of 2 to None.
  8. Create a new Script file and name it FunWithFutile.cs and drag it to the Futile Camera object.
  9. Now copy the code below into you script file.
    using UnityEngine;
    public class FunWithFutile : MonoBehaviour
        // Use this for initialization
        void Start()
            FutileParams futileParams =
                new FutileParams(true, true, true, true);
                1024, 1, 1, "");
            futileParams.origin = new Vector2(
                 0.5f, 0.5f);
            FSprite fSprite = new FSprite("OMG");
        // Update is called once per frame
        void Update()
  10. Press play and be impressed!
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Games Need Juice

I came across this very good video on adding juiciness to games:

Juice it or lose it – a talk by Martin Jonasson & Petri Purho

You can also:

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Ludum Dare 24 – What The Flock

Ludum Dare, big, tall and shadowed

What is Ludum Dare?: You have 48 hours to make a game from scratch meeting a theme announced at the start of the contest. Learn more about Ludum Dare here.
When: August 24th-27th 2012
Dev Log: MrPhil at Ludum Dare

Install/Play: Web

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Inspiration: Small Worlds by David Shute

Small Worlds
There is game called Small Worlds by David Shute I want take a moment to highlight. I played it back in 2009, and it won CGDC #6. I can’t tell you how many times this game has entered my thoughts during brainstorming sessions. Here are several reason I can identify why this game has stuck in my mind. First, its beautiful art.  The fact that it is pixel art adds to my amazement. It seems within grasp of my art ability, but I doubt it, all great art seems easy. Second, the game is compelling, you want to know the story behind the world and your character. The story moves forwards because of the scenery, not because of what anyone says. The visuals hint at what has happen and propels you forward, you must know. Third, the music (by Kevin MacLeod) is wonderful. It adds the perfect atmosphere which induces this compelling feeling of wonder and amazement.

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My Notes from LD23

Games I really liked:

Potential Tools:

Tools I usedl:

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Seeds Of Destruction

I’ve just finished Ludum Dare 23.  The theme was Tiny World, so I made a game about Seed warfare.  It came out pretty good.  You can play Seeds of Destruction: here.


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I Voted – IGDA 2012


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