Purgatory it’s my first game developed for PC. Here’s the steam page http://store.steampowered.com/app/473470. It’s a tactical rpg with pixel art. The game is created from scratch with Unity3d and I’ve created all assets from pixel art to code architecture. It has a lot of influence from our childhood masterpiece Heroes III. I just loved that […]
Object pool managers are very useful when building optimized mobile games. Instantiating a new GameObject takes time, and when you have lots of objects to instantiate like bullets or ships you need a architecture that bypasses the the objects instantiation. The solution is simple: instantiate the objects and disable and enable them when needed. I […]
Have you ever had problems organizing your variables in the Unity’s Inspector? Too many of them? Here’s a quick fix that helps a lot when dealing with scripts with many public variables. You can use in your scripts the HeaderAttribute (here’s the link to Unity’s documentation) before the group of variables. Here’s the code snipet […]
Fixing some bugs on an older project called Santa Splitz, game made for my good friend Colin from evolvedsoftware.net. We redesigned together panels and I’ve fixed some bugs found in the panels functionality. Now the panels are more intuitive and the information is more clearer. We think this will improve the user experience.