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Showing posts from June, 2015

10 productivity tips to not give up on your game project

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These tips are not just for game development, this applies to almost anyone who wants to create stuff and can apply to any project in your life. ExtraCredits is a really good youtube channel for anyone who is interested in making games. Today I saw this video on their GameDesign playlist . It gave some amazing tips as listed below. This is just a summary for those crazy people who prefer reading instead of watching videos, like me :) 1) Don't plan a project that will take you more than a month This is a great point. After years of having dropped projects, prototypes and trying to do too many things, or everything that excites me at the moment. I guess this is a must follow. 2) Its gonna take you more than a month, if you plan for a month. Haha, yes, so true. But don't panic, but if you hit 3 months, its time to revisit. 3) Don't spend too much time designing Don't spend too much time designing stuff you don't know if you can build yet. Experience is w

Game development live blogging - Part 2

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Alright yesterday I left a body-less snake alone in Part 1. Today I am going to make it attach with its body, and have you test-drive the snake in the editor, even in "Edit mode"... Fancy! I know, that's one of the strength's of Unity3d's editors. Recap : So far, in the editor, edit mode, I am able to drag the snake's head GameObject, and snap it to the grid. Now its time to link them together. Usually in the past, I always hold them all in a single array like data structure and keep updating their position using code, by shifting their position data from head to body 1, and body 1 to body 2 and so on. This time I am going to try a new approach. Let's do it the Unity3d's way. First I am going to declare a new variable called "nextPart" of type SnakePart. I realised, each part's responsibility is only to pass its old position to the next body part. This will be a chain effect and the entire snake will move. Also we never use th

Application could not be verified, when installing app to iPad Air

Solution : Delete the existing app on the device and try again. Note : You don't have to do this all the time. It happens only when a version of the app is installed from the AppStore or from an Ad-hoc source like Testflight. I hadn't seen this error before, but it happened to me on XCode - version 6.3.1 (6D1002) with an iPad Air. But around the internet it seems to happen to iPhone 6 and 6 Plus too.