Category: Unity

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 feedback as Season Mode comes together, and as I...

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 isn’t too early to look at the Unity profiler...

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 fail/success/no data callback, then looking at the next slot....

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. The Xbox One port has required a lot of...

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 will be in place for many popular types of...

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 out at me as a performance problem. I couldn’t...

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 thought it would be handy to run a slide show...

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, there was a problem. The physics of the game...

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 has been bugging me for a while so I...

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 to get it working. First I had to translate...