Juggle with Glows, light spheres that emit alluring tones, trying to keep as many of them in midair as possible. Glows are hurled upwards when they hit a Bumper, energy rings that appear when you tap the screen. Place them strategically to control Glow trajectories and score points with each… Sound Juggler [iOS]Read more
Shuffling C# generic lists
Just a quick hack for shuffling generic lists in C# like this one: List<T> list You may use proper solutions like those in this StackOverflow thread, if you need it for something serious, or simply do this: list.Sort ((x, y) => Random.value < 0.5f ? -1 : 1) which simply defines a… Shuffling C# generic listsRead more
Beatfense – Alpha 7. This is not Beatfense anymore.
After trying to balance all previous versions we are testing a new idea. It’s still some kind of Tower Defense, in a sense: we have to avoid enemies from getting to the left side of the screen. But there are no turrets. Gameplay is now simpler but much more interactive,… Beatfense – Alpha 7. This is not Beatfense anymore.Read more
Beatfense – Alpha 6: breakpoint
We felt that Beatfense Alpha 5 lacked strategy. Placing Repeaters in Pulse lines was the only thing the player could control, but there was no relation between Repeater placement and enemy movements. One could just place Repeaters in a certain pattern and hope for the swarm to be contained, as… Beatfense – Alpha 6: breakpointRead more
Rain, Sand, Stars now available for PC (Win/Mac) at Indievania
This week we released the PC version of Rain, Sand, Stars for Windows and Mac OS. We opted for Indievania, by Alientrap, due to its simplicity – creating an account and setting up a store for your game is as easy as it gets, and it even looks good! Plus, our… Rain, Sand, Stars now available for PC (Win/Mac) at IndievaniaRead more
Beatfense – Alpha 5: A New Hope
Beatfense has become a clear example of iterative design. The original idea defined a core mechanic – some kind of tower defense with randomly available items that the player must place on a grid. But it soon became clear that the original design was impractical and chaotic. That’s something that… Beatfense – Alpha 5: A New HopeRead more
How to find the UUID / UDID for iOS devices
Ad Hoc distribution allows you to share an application with up to 100 iOS devices that must be registered by developers in their iOS Provisioning Portal (with a limit of 100 devices per year!). If you want to distribute your Apps to thousands of users you must submit them to… How to find the UUID / UDID for iOS devicesRead more
Creating and retrieving a file from an iOS device with Unity3
You may want to collect data with a Unity3 iOS app in a text file for a variety of reasons. How to create and retrieve that file from your iOS device is much simpler than I expected. Part of the trick consists on using Application.persistentDataPath. According to Unity Script Reference:… Creating and retrieving a file from an iOS device with Unity3Read more
Beatfense – Alpha Chaos, 4.25 and 4.5
Here we are again, with not one but three new iterations of Beatfense! We have finally added a simple Area of Effect (AoE) weapon to Repeaters. When they are activated they also shoot, dealing damage and destroying nearby enemies. With this addition the game is already playable, and two important… Beatfense – Alpha Chaos, 4.25 and 4.5Read more
Beatfense – Alpha 3: Adding some enemies.
It’s been a busy week with exams (Language Processors!), but some basic enemies have been added. They are randomly placed every 5 seconds at random positions by the Overmind (he’s the one throwing ‘rocks’ at your Core, we couldn’t call him Bob, right?) This is the change log since the… Beatfense – Alpha 3: Adding some enemies.Read more
Beatfense – Alpha 2
Three main features have been added this week: – A targeting reticle: as Beatfense will be played mainly on touch devices, it’s important to be able to seamlessly choose the Cell where you want to place an Item. So in a way similar to how Plants vs. Zombies does it,… Beatfense – Alpha 2Read more
Beatfense: The beginning
As we said in the last post, this is a little project to be developed by one person in a couple of months. Because of that, it can’t be a gigant game! This project (and this devlog) aims to show the development of a game from its concept to its… Beatfense: The beginningRead more