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Category Archives: Programming
Multiplayer Network Solutions for Unity (Photon and PlayFab)
Aside from working on a side project to my side project, which I recently finished, I’ve gotten back to my original side project (my next game) and found myself researching on some tech for a large feature. Talk about “writing … Continue reading
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How to Extract Layers from a Photoshop File with ImageMagick and Python
For a project that I’m working on, I need a way to extract each layer of a Photoshop PSD file and have them written out as separate PNG image files. To do this, my first thought was to use ImageMagick. ImageMagick … Continue reading
Posted in Dev, Programming
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More Game Progress
Here’s a video of some progress on gameplay from a few weeks back. It’s gettin’ there, slowly but surely!
Posted in Art, Design, Dev, Programming
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Signing Into Android Google Play Game Services with Unity
Google Play Game Services Google Play’s Game Services provide mobile apps with social game elements like leaderboards, achievements, and quests, which can give more value to the players of those apps. Since I’m using Unity for my current project, I’m using … Continue reading
Posted in Dev, Programming
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Blender Rigify Bone Selector Panel
I’ve been ramping up my animation production lately, and one of the annoyances that I’ve run across while using Blender’s Rigify armature is that it can be difficult to select some of the control bones for a few reasons. In Wireframe display mode, … Continue reading
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Building Character Customization (Part 2)
Review Welcome to the second part of my Character Customization blog post! The first part can be found here if you missed it, and it covers preparing a Blender3D file that contains a rig, several meshes weighted to that rig, and animations, … Continue reading
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Building Character Customization (Part 1)
For the past week or so, I’ve been adding more features to my asset build system on the Blender side and asset loaders on the Unity side to support character customization. What is character customization you ask? Read below! (And of course, if … Continue reading
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Importing Blender Pose Markers to Unity Animation Events
a.k.a. Blender to Unity Asset Builder (Part 2) I didn’t plan on writing a second part to the Blender to Unity Asset Builder post, but I found myself continuing work on my asset build scripts because for whatever reason, Unity … Continue reading
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Blender to Unity Asset Builder
Over the past few days, I’ve been working on an asset builder to build my Blender models. Here’s the what, why, and how. What is an Asset Builder? An asset builder automatically processes content authored by artists, designers, etc. into … Continue reading
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Using Unity LineRenderer for Debug Drawing
I needed to render debug lines for some prototyping that I’m doing for a future project. Unity (5.0.1f1) has functions in the Debug namespace for DrawLine and DrawRay, but unfortunately, these functions only render in the Editor view, and not … Continue reading