Category: Unity

Jul
29

Prepping Anyway

No notivation like motivation, and mo’ motivation is better still. While SSDT has not been selected for Pre-PAX this year, I am keeping the momentum I had from prepping the demo, and prepping the demo anyway! It’s important to get […]

Jun
29

Performo

When coding a project, you can over-optimize too early, and do yourself no favors. There’s no sense in optimizing something that isn’t hogging the game down too much. Good coding habits can prevent a lot of issues. Well, it certainly […]

Jan
26

Dev Bloggy Blogg: Blee oh double G

Things! This week, I had to test the Season Mode data dialog on Xbox One and, no surprise, there were some bugs. It’s kind of a confusing system of asynchronously checking the cloud for a save slot’s data, running a […]

Jan
05

SSDT Dev Blog

To keep myself on track I’ll be doing a weekly dev blog on Super Slam Dunk Touchdown’s progress for Xbox One. I’ve heard some complaints about the game not being done yet, so first here’s a brief-ish rundown on why. […]

May
13

Development Vlog: Button Glyphs

A Super Slam Dunk Touchdown game development update. We’re talking about button glyphs, and how such a simple thing isn’t so simple when you support lots of different controllers. The video shows a few simple demonstrations of this. This feature […]

Apr
13

Unity 5 Issues

UPDATE: A workaround for this issue has been found. Untgrad Fail I was excited to upgrade Super Slam Dunk Touchdown to Unity 5 for the profiling tool and the new audio mixer. The profiler seemed to work, though nothing jumped […]

Feb
25

Unity Slide Show? Because!

Howdy! This is just a quick pre-GDC post because I wrote some slide show code in Unity and thought it might be useful to someone! Backstory: There’s going to be a spare monitor at my GDC Play booth, so I […]

Oct
29

Flippity-Do-Da: Mirroring a Complex Object in Unity

First, there was this goal: It was nothing special. Back then, the game looked like this: Then I added the hoop and field goal posts: And the game then looked like this: When the time came to add goal art, […]

Sep
24

Animated Balls

One shortcoming in Super Slam Dunk Touchdown has been the use of my non-animated programmer art balls. The reason for this is the massive amount of work required to make the balls animate correctly with respect to the 3D geometry. This […]

Jul
18

Dat PASS!

Much like shooting monsters in Space Invaders, the key to passing is to aim at where your target is going, not where it is. With that, and some handy prediction code courtesy of a stackoverflow user named “Broofa”, I was able […]