Thursday, 13 October 2011

Game Ads: Update - Version 0.9


We just pushed an update to Game Ads to Unity's Asset Store, we are now awaiting their approval of it. (Edit 14-Oct-2011) Version 0.91 has been released and it also includes documentation.

We made a few small changes to ensure the system works to the best of its ability and that the users will be pleased with the results.

We removed the parameter-less DisplayAds() and instead used the DisplayAds(index) to display random ads by passing in a variable initialised to -1, we then return the random generated index, therefore allowing multiple random ads without messing up the calls.

We decided to add in a callback overloaded method of displaying ads as well, thus allowing users to implement their own method of displaying ads and simply using one of our methods with the passed in callback will call the method with the ad details. Thus if users don't use/like Unity's GUI they can still make use of the system.

All methods/variables are XML documented for visual niceness in Visual Studio.

I'll update once version 0.9 has been approved.

Regards,
Garth (Lead)

Wednesday, 12 October 2011

Game Ads: Spread the Word


With a little bit of downtime in the last few days I thought I could make a very simple Unity addon which will allow a form of in game ads. This will be useful for developers with multiple games and wanting a dynamic means of displaying ads in their games.

It works via the web and allows a developer to have a text file (set up in a certain way) with links to their games and a link to an image for the game. It comes with various amount of methods for getting which ad to display. Currently it uses UnityGUI to display the ads as buttons.

Advert File Editor Window
It will be sold on the Asset Store for $2, currently it is not on the Asset Store yet but I will update when it is available. (Edit) : Asset Store Link

(Edit)I almost forgot to add the WebPlayer demo and also check it out in game in Canyon Project (Facebook App).

Regards,
Garth (Lead)

Saturday, 8 October 2011

Localising V2.5: Feature List


I've been working on version 2.5 of Localising for the last two to three days and so far I am pretty impressed with the results I'm getting and the features I'm adding.

Updates:
  • New built in Save/Load methods for languages via PlayerPrefs
  • Added a delegate method that will allow you to connect your own saving method into the system
  • New save on language change, passed as a parameter (default is off)
New Features:
  • Texture changing for current material or a specified material (basically changes all objects with that material to the new texture, so you can put the TextureChanger component on a single object and affect all materials)
  • Audio changing with settings for auto-play, one shot play (only used if auto-play is enabled).
  • If textures/audio aren't found for the language, looks for an English one, if none is found returns null (so in the event that a localised texture/audio clip gets deleted for a language, chances are that you will still be able to display/play something)
  • Ability to remove AudioChangers/TextureChangers from the update list, so if you play a sound in the beginning of a level and the player will never need to return to that location or hear the sound, you can disable it from being updated, so if the player changes the language it won't load a new localised version.
Editor Updates:
  • New menu item for ensuring that localised audio clips are available in all languages
  • New menu item for ensuring that localised textures are available in all languages.

Regards,
Garth (Lead)

Canyon Project: New Pre-Alpha Screenshots


We decided to do some new screen shots to show off the new, in progress, interface look and the new textures.
The new interface and textures
The new unit recruit box
Moving a character is still pretty much the same
Regards,
Garth (Lead)

Thursday, 6 October 2011

First Level Pre-Alpha Demo of Canyon Project


About two days ago we released a pre-alpha first level demo of Canyon Project on Facebook, with many elements subject to change throughout development in such nothing is set in stone.

The main target for this game is not Facebook but rather a Windows standalone release. We have been hard at work improving the interface and optimising where we can, in hopes for an early 2012 release but we aren't setting anything in stone.

The Facebook app. There will be an insecure content warning that will show up, you will have to allow it as it is the game. We still fighting with where to host it.

Regards,
Garth (Lead)

Localising V 2.1 Released and Future Developments


Earlier today we submitted version 2.1 of Localising to Unity's Asset store and while we await their validation (Edit: Now validated) I thought I would go over the changes and current development plans and progress.

Changes:
  • Some bug fixes with the web class to ensure that localising worked between scene changes and so on.
  • Loading via Resources.
  • Saving and Loading the current language via PlayerPrefs internally but not enforced so saving and loading can be done via your own methods still.
  • Various other small changes and fixes.
Current and Future development plans:
  • Working on loading localised audio via Resources.
  • Working on loading localised textures via Resources.
  • Fixing any bugs that may arise and to make it as fast as possible.
You can check out the current progress of texture and audio changing in this pre-alpha web player.

Regards,
Garth (Lead)

Friday, 30 September 2011

Canyon Project: Update 2 - Start Screen

First iteration of the new start screen.
I spent about an hour earlier working on the first iteration of the new start screen/main menu screen. It is a very rough work up but I do think it has potential to be pretty awesome looking and attract users into wanting to play it a bit more.

In case you were wondering the logo (signboard) "sways in the wind" via a pretty simply animation that I threw together "quickly" in Blender along with the signboard. You have to excuse the art since I am not really a 3D artist nor an animator and here I'm trying to do both the things I am not good at.

I hope you guys enjoy the little eye candy.

Regards,
Garth (Lead)

Saturday, 24 September 2011

Canyon Project: Update 1 - Back on Track

I guess this goes to show that not everything stays dead. A while ago I told you how we had shelved Canyon Project in search of bigger and greater horizons. Well today I am back to tell you that we picked up Canyon Project again to try push on to the end this time.

Just this evening I finished up the basics of a nice RTS style unit recruit system in place of the previous, all available units are already on the battlefield, way. This clears up the map from units, which will make it easier for players to be able to tell which unit they own (I'll give you a hint: all that you can see).


The new looking interface layout
What I did keep in was the choice of whether to buy a unit or not, since accidents happen. I might look into an option of whether you want it on or off.

Starting to look like quite a hybrid
The new layout is very much RTS inspired with the menu option in the right-top corner, your money in the left, along with your radar/map (still in planning) and recruitment panel at the bottom.
Can no longer recruit marines
The new recruitment system will show all possible recruits and how many are allowed per level. This will take sometime to balance but those are future worries.

I hope you feel as excited as us about these latest updates, as it means the project is moving along and we should have a demo out, in a couple weeks to a month, of the first level.

Regards,
Garth de Wet (Lead)

Wednesday, 7 September 2011

Brigade Development Pictures 1

The concept art and current in game view of the world map.

Concept Art: World Map 1

In Game: World Map Iteration 1

In Game: World Map Iteration 2

In Game: World Map Iteration 3
Regards,
Garth (Lead)

Work Started: Brigade: The First March

Recently we started basic development and concept work on our next game, planned to be our flagship game. I thought it was time that we should announce it here and perhaps give a basic overview of what we have in mind.

Brigade: The First March is planned to be an open world MMO (or at least MO). It is a cross breed of various genres such as RPG, FPS and Third Person Shooter. With a focus on squad based combat and team work in order to succeed.


We have currently started working on the world, we have a basic layout and are starting to focus on more individual sections of the map to give life to it. We also started working on basic layouts for capital cities.

There will be two sides/teams/countries fighting over a single landmass, each side will have a capital city where players are spawned on login (if they haven't made camp elsewhere) and a military camp. There is also going to be various smaller rebel villages located within each side's territory that are hostile to them.

We have set up a Facebook page for Corrupted Smile Studio, where we will be posting updates about development alongside this blog.

Regards,
Garth (Lead)