Showing posts with label Match'n Flip. Show all posts
Showing posts with label Match'n Flip. Show all posts

Monday, November 19, 2012

Creating a Colored Unlit Alpha Texture Shader for Unity

Last week I wrote about Creating a Colored Unlit Texture Shader for Unity.  I've used the shader from that post quite a lot on my new game Match'n Flip; however I recently realized it didn't work with alpha textures (textures with transparency).  So I decided to make a short post about creating the same kind of colored shader for a texture with alpha.

Applying a color combine with an alpha texture opens up some interesting possibilities, because you can control the opacity of the texture by modifying the color multiplier's alpha value.  Below is a picture of the default Unity Unlit Transparent shader, and on the right are 2 examples of my modified colored unlit transparent shader.  The opaque section of the object on the top right is semi-transparent because I set the color multiplier's alpha value to 50%(0.5), which the object on the bottom left is full opacity but has a red tint applied.


The shader itself is pretty simple, I modified Unity's Unlit-Alpha shader to support a Color property and handle the color combine operation.  The shader will appear in the shader dropdown menu under NAKAI/Unlit/Transparent Colored.  In case you're wondering, the Unlit-Alpha shader was written using Unity's ShaderLab Shader Syntax, I highly recommend reading up on the operations involved.  As before, you are free to copy and use this shader as you wish, Enjoy!

// Copied from Unlit-Alpha.shader, but adds color combine(tinting)
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - Added per-material color

// Change this string to move shader to new location
Shader "NAKAI/Unlit/Transparent Colored" {
    Properties {
        // Adds Color field we can modify
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
    }
    
    SubShader {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        LOD 100
    
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha 

        Pass {
            Lighting Off
            SetTexture [_MainTex] { 
                // Sets _Color as the 'constant' variable
                constantColor[_Color]
                
                // Multiplies color (in constant) with texture
                combine constant * texture
            } 
        }
    }
}


Thursday, October 25, 2012

7 day project postmortem

I promised to write up a summary about my 7 day game project last month, and managed to procrastinate on it for this long.  However I'm planning to do another 7 day game project here very soon, so I figured I should probably tie up the loose ends on the last one before moving forward.

For anyone here for the first time, in September (2012) I challenged myself to create a game in 7 days.  I blogged about each day of the process, and in the end I had a game I eventually released for Android on the Google Play Store as Match'n Flip.  A big reason I decided to do this 7 day game challenge was to help kick start my creative juices and get back into the rapid game prototyping mindset.  As a postmortem for that experience, I'll share a few pearls of wisdom for anyone considering doing a similar mental exercise.

What Went Right

  1. Keeping eyes on the prize - 7 days isn't a whole lot of time to get a game kicked out; so it's very important to stay focused on what's important to the game play.  I'm frequently guilty of adding complexity to a game to try to add fun, and while this can sometimes work, many times extra complexity isn't needed.  One of my goals for this project was to create a game around a simple game mechanic, and let the game mechanic stand on its own.  This mindset worked very well for me and help me focus on the core game mechanic and resist the temptation to add unnecessary extra features.
  2. Rapid prototyping and iteration - One of my goals for the project was making better use of my time during development and implementing functionality with more friendly tweaking ability.  Unity3D is super convenient because any publicly declared variables will automatically show up in the editor and are available to tweak/change at run time   In the past I haven't used this as much as I should have, preferring instead to hard code variable values and changing them in code on the fly.  While it's debatable as a more 'programmer friendly' approach, it artificially adds extra time for testing small value tweaks for no real reason because you need to wait for the editor to recompile the scripts.  It seems stupid now, but fighting one of the best features of the engine you're using is not a good idea; and embracing it will help you get things done much faster.
  3. Sought input from friends - I made it a point to get as much input as possible from friends and family as the game progressed.  This let me get fairly unbiased impressions of the game and specific features before I'd invested too much time in them; and then make appropriate course corrections and changes.  In one of the best examples of this, I told a friend about an idea I had for some game rules I wanted to try out.  After explaining them he looked at me and said, 'Jay that's confusing as hell, no one will understand that in 15 seconds'.  Talking to friends, asking their opinion about the game you have so far, or ideas you want to try, is super helpful.

What Went Wrong

  1. Started 7 day challenge at a bad time - I started the 7 day challenge almost as soon as I thought of the idea because I was excited to get momentum for myself to start working.  Unfortunately I didn't think to look at my schedule ahead of time; so the last 2 days happened when I was on vacation to visit my family.  Because of this and the next point I'll talk about, my 7 day challenge ended up spanning almost 2 weeks.
  2. Got sick for the last 2 days (while on vacation) - While I was visiting my family I also got sick, which meant any time I could have eke'ed out to work was lost because I was in bed sleeping.  It's amazing how much energy it can take to be creative; while I lay in bed resting I would try to think of game ideas for the challenge.  However usually I was too exhausted to think of anything and would usually fall right asleep thereafter.  Just bad luck there.
  3. Had to learn a new GUI system - For this project I decided to switch to a new GUI system (NGUI) for Unity3D (the game engine I primarily use for my games).  While I'm glad I switched to NGUI there was definitely a learning curve to overcome, which ended up chipping away at the time I could have used to work on the game.  Next time I'll get ramped up on any new tools beforehand, so there will be less impact on the actual game dev time.

Summary:

Overall this was a very fun and exciting experience for me.  After completion our previous project, Access Point, I was feeling very burnt out and mentally exhausted.  Giving myself a 7 day challenge was a breath of fresh air, and a great way to get myself back into the mindset of making new games.

Thanks for reading!  I plan to do another 7 day game challenge for myself in the next week or so.  Once again I'll be writing out it everyday, so check back soon!

Friday, October 5, 2012

Making use of C# extension methods in Unity3d

I recently started using C# extension methods in Unity3d and found them very helpful for my workflow, so I decided to share.  During development of my recently released game Match'n Flip my goal was to rapidly prototype new game play modes quickly, so being interrupted by small things was very disruptive.  So far I've only done very simple helper methods, but these handle things which previously broke my workflow because of small nuances.

One particularly useful extension set I created are methods to move a game object along one axis, such as move a game object along the global x axis by 5 units.  Conceptually this is a very simple operation:

transform.position.x += 5F;

is essentially all you need to do, however because Unity doesn't allow you to change just 1 element of the position Vector3, instead you need to do this:

Vector3 temp = transform.position;
temp.x += 5F;
transform.position = temp;

Conceptually not difficult, but writing those 3 lines can easily break your train of thought as you're working and slow down your creative process. Additionally these little snippets are annoying because you actually have to look at them a moment to see what the transform operation is, since the meat of the operation is done on a new object not related to the object you want to modify (temp Vector3 local variable vs the position vector3 transform property).

To reduce these brain train killer situations, I created a set of ShiftPosition transform extensions methods to handle the annoying part of these operations.  Using these I can do the same operation as above one neat line and in a way that's intuitive to see what's going on:

transform.ShiftPositionX(5F);

Under the hood the ShiftPositionX/Y/Z extensions are still modifying a temp Vector3 which is re-assigned back to the transform.position property.

Here's a small snippet of what the TransformExtensions class looks like, sorry for formatting getting hosed.  Feel free to use this in your own projects if you wish, or if this is interesting to anyone, please contact me and I'll expand on this with more helpers/details!

public static class TransformExtensions
{

#region ShiftPosition

public static void ShiftPositionX ( this Transform tran, float offsetX )
{
Vector3 temp = tran.position;
temp.x += offsetX;
tran.position = temp;
}

public static void ShiftPositionY ( this Transform tran, float offsetY )
{
Vector3 temp = tran.position;
temp.y += offsetY;
tran.position = temp;
}

public static void ShiftPositionZ ( this Transform tran, float offsetZ )
{
Vector3 temp = tran.position;
temp.z += offsetZ;
tran.position = temp;
}

#endregion ShiftPosition

}

Hope you find these useful!

Wednesday, October 3, 2012

Match'n Flip Released on Google Play™ Store

Yesterday we released our new free game, Match'n Flip for Android™ on the Google Play™ store.  Match'n Flip is a simple, relaxing puzzle game about finding and matching tile patterns.  You can find the app by clicking on the image below.

Android app on Google Play

I'm extremely excited to publicly release Match'n Flip for people to try out.  I've been running a closed beta with some close personal family and friends, but this is the first time people will really be able to see the game in action.

One of the exciting things about this game is how it was originally conceived and came to fruition.  The core concept for Match'n Flip was born out of a 7 day game development project I started and blogged about last month (links below).  After the 7 days project was over I was left with a game that was fun and felt good to interact with, but lacked polish and focus.  Instead of starting a new 7 day project, I decided to spend a few weeks polishing up the game experience, getting friends to play and iterating on the concept and feedback mechanics to really make the game feel solid.

I'd like to thank all the friends and family who helped and supported us, you guys are great!

Day 1 Dev Blog
Day 2 Dev Blog
Day 3 Dev Blog
Day 4 Dev Blog
Day 5 Dev Blog
Day 6 Dev Blog
Day 7 Dev Blog




Wednesday, September 19, 2012

New Project Day 7 of 7 Recap (finally)

NOTE - So I'll admit this 7-day project ended up stretching out much longer than I thought it would in terms of the overall duration. I plan to do a postmortem regarding this project and some of the lessons I've learned to improve the experience when I do it again.

Spent my last day on this project getting my hands dirty with GUI stuff, which ended up swallowing most of my day. I decided to use the NGUI plugin for creating my UI's in Unity for this project, and while it's nice I was scrambling to learn enough to get it functional in my game in any usable form.  I did get a basic score and time display working and added a flare text pop-ups when you gain points, which feels good.

I also spent a bit of time improving the feel of the game by added sounds and animations for user input actions like pressing tiles, dragging times, flipping tiles and detonating tiles.  Below is a small clip to highlight the user feedback.


You can really see the tiles pop-up larger when selected or dragged over while creating a drag connection.  I deliberately made the tiles scale up very large because this will be an iPhone game, and I wanted the tiles to grow large enough so the player can see them under their finger.  I originally used a small scale up, however when I was testing on the phone it didn't read well, so I decided to make it crazy large and felt pretty happy with it.

As for the game mode I talked about earlier, I've decided I probably won't go with that for the final game I release. I kind of liked it, however it felt very un-directed and lacking in substance.  I'm going to spend some time trying out more of a simon-says type mode where you need to create matches based on combinations of shapes the game presents you.  I'll post updates on that as it develops.

I plan to doing a postmortem summary as a different post, however I just wanted to say this "7-day" project was an awesome experience for me and really pulled me out of a funk.  Once I digest some of the lessons from this first experience, I plan on doing another 7-day game in the near future to keep my momentum and creative juices flowing, so stay tuned!

And as a final note, a fellow Raleigh studio BitMonster Games released Lili, their first iOS game today.  I highly recommend you check it out, it's a beautiful game.
Liliā„¢ - BitMonster, Inc.

Wednesday, September 12, 2012

New Project Day 6 of 7 Recap

NOTE - What I talk about for today actually happened last week.  Some life circumstances, visiting family and getting sick on my travels, caused this recap to be delayed until now.

I settled on a game mode I'm going to use for the final game.  It's less ambitious than the mode I originally wanted to expand out, however it's also much easier to understand.  After showing the previous game to some friends, the generally feedback was the rules were too complicated to easily pick up in under a minute.  We all felt the game play was interesting once the rules were understood, but the time it would take to explain that would cause most people to abandon the game early.  I want to revisit this game in the future, but doing so will require gradually building the player's knowledge of the mechanics up over the course of time....ie a longer project.

The new game mode I'm doing is still match-3 based, however I'm doing some twists to try to make it a little more interesting.  The game will be similar to what I showed previously where the player will be able to move tiles around the board, then create connection lines between similar tiles to create detonations.

The twist will be in how the player's actions are scored. Rather than score only based on the tiles being destroyed, I want to score based on the link the player creates between the tiles.  I'm going to start easy at first, so I'll probably make diagonal links between tiles be worth more than up-down, left-right links.  It's not a groundbreaking idea, but it's a start to something different. One thing I've noticed is people think in the up-down, left-right quite a bit; so incentivizing thinking outside those directions will be a good initial challenge for players.