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	<title>Thinking in Rectangles</title>
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		<title>Thinking in Rectangles</title>
		<link>http://thomaswasalone.wordpress.com</link>
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		<title>Something on a Sunday #15: Real Shadows</title>
		<link>http://thomaswasalone.wordpress.com/2011/11/27/something-on-a-sunday-15-real-shadows/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/11/27/something-on-a-sunday-15-real-shadows/#comments</comments>
		<pubDate>Sun, 27 Nov 2011 12:07:14 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=150</guid>
		<description><![CDATA[So&#8230; GameCity went well I got a ton of great feedback, got some great press and some fantastically cruel Rock Paper Shotgun comments. Anyway, back to work I managed to rush in some pretty good looking shadow generation for GameCity and the announcement trailer. There were a couple of big problems though, namely ugly transparent overlap and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=150&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So&#8230; GameCity went well <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I got a ton of great feedback, got some great press and some fantastically cruel Rock Paper Shotgun comments. Anyway, back to work <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I managed to rush in some pretty good looking shadow generation for GameCity and the announcement trailer. There were a couple of big problems though, namely ugly transparent overlap and boring linear light. I wanted to fix both problems and make it look cool.</p>
<p>The end result is totally dynamic, with a custom light object that can be moved around the scene to get the perfect lighting setup. This can also move around during play using iTween if I want it, and casts nice shadows from the player. Like the old system, it builds planes at runtime. I needed to rebuild the system to allow shadows from a point rather than a direction.</p>
<p><iframe width="450" height="253" src="http://www.youtube.com/embed/HKIqHOBYamw?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>I&#8217;m not claiming to have created anything a more seasoned Unity guy could make in half an hour, but it&#8217;s perfect for my needs <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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			<media:title type="html">mikebithell</media:title>
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		<title>Announcement trailer!</title>
		<link>http://thomaswasalone.wordpress.com/2011/10/29/announcement-trailer/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/10/29/announcement-trailer/#comments</comments>
		<pubDate>Sat, 29 Oct 2011 22:58:57 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=146</guid>
		<description><![CDATA[Back from GameCity. Lots of great feedback, the game seems to have gone down really well. I also did a ton of interviews. Hopefully some will make their way online next week, if they do I&#8217;ll post them here. In the mean time: The announcement trailer in all its glory! Really excited about this&#8230;<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=146&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Back from GameCity. Lots of great feedback, the game seems to have gone down really well.</p>
<p>I also did a ton of interviews. Hopefully some will make their way online next week, if they do I&#8217;ll post them here.</p>
<p>In the mean time: The announcement trailer in all its glory! Really excited about this&#8230;</p>
<span style="text-align:center; display: block;"><a href="http://thomaswasalone.wordpress.com/2011/10/29/announcement-trailer/"><img src="http://img.youtube.com/vi/YDaa3Cq6c7M/2.jpg" alt="" /></a></span>
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			<media:title type="html">mikebithell</media:title>
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		<title>Swept away</title>
		<link>http://thomaswasalone.wordpress.com/2011/10/24/swept-away/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/10/24/swept-away/#comments</comments>
		<pubDate>Mon, 24 Oct 2011 20:13:24 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=135</guid>
		<description><![CDATA[*cough* That was illustrative. I&#8217;ve not been well. I&#8217;ve got a fun rasping cough to remember it by too. SO. Two cool things to share this time. One, I presented the game at LUUG, the London Unity Usergroup. It&#8217;s a great bunch of guys, and a pretty sweet network of Unity geniuses. As you can [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=135&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>*cough*</p>
<p>That was illustrative. I&#8217;ve not been well. I&#8217;ve got a fun rasping cough to remember it by too. SO.</p>
<p>Two cool things to share this time. One, I presented the game at LUUG, the London Unity Usergroup. It&#8217;s a great bunch of guys, and a pretty sweet network of Unity geniuses. As you can see from the video, I was nervous to present my silly little game to such a talented room of people, but I didn&#8217;t miss the opportunity to get some great advice. Turns out there&#8217;s a grid!</p>
<p><a href="http://video.unity3d.com/video/3605775/luug-6-thomas-was-alone">http://video.unity3d.com/video/3605775/luug-6-thomas-was-alone</a></p>
<p>The second aforementioned &#8216;cool thing&#8217;: I&#8217;m taking the game to GameCity. You can play Thomas from 12:30 &#8211; 5:00 this Wednesday, and 11:00 &#8211; 5:00 Thursday in the old market square tent. Too ill to put a trailer together for it ahead of time, but the build is looking and playing great. Here are some <em>tantalizing</em> screenshots&#8230;</p>
<a href="http://thomaswasalone.wordpress.com/2011/10/24/swept-away/#gallery-1-slideshow">Click to view slideshow.</a>
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			<media:title type="html">mikebithell</media:title>
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		<title>Something on a Sunday #14: A day early (or weeks late)&#8230;</title>
		<link>http://thomaswasalone.wordpress.com/2011/09/17/something-on-a-sunday-14-a-day-early-or-weeks-late/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/09/17/something-on-a-sunday-14-a-day-early-or-weeks-late/#comments</comments>
		<pubDate>Sat, 17 Sep 2011 16:33:33 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=131</guid>
		<description><![CDATA[It has been, a very busy month. I&#8217;ve been working a lot at the dayjob game, Monstermind (which we just announced &#8211; and apparently Joystiq are rather fond of). It&#8217;s looking and playing great, but the next few weeks are likely to be busy, with plenty of tweaking and design fiddling to get through. Thomas [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=131&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>It has been, a very busy month.</p>
<p>I&#8217;ve been working a lot at the dayjob game, Monstermind (which we just announced &#8211; and apparently <a href="http://www.joystiq.com/2011/09/16/monstermind-bossas-first-game-lets-you-lay-waste-to-facebook-f/">Joystiq </a>are rather fond of). It&#8217;s looking and playing great, but the next few weeks are likely to be busy, with plenty of tweaking and design fiddling to get through.</p>
<p>Thomas development has therefore become about little jobs done whenever the opportunity arises, I&#8217;ve been getting through tasks (should be code complete within the month) but keeping this blog updated became a lower priority than I&#8217;d have liked. Here&#8217;s a very jerky (sorry) poorly coloured (very sorry) little video showcasing some of what I&#8217;ve been working on&#8230;</p>
<p><object width="450" height="253"><param name="movie" value="http://www.youtube.com/v/N2QDATgJ5Ag?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/N2QDATgJ5Ag?version=3" type="application/x-shockwave-flash" width="450" height="253" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Moving platforms - </strong>These can be automatic, or triggered by a switch (as shown here). Each platform has a path, time settings and delays. iTween was a big help here</p>
<p><strong>Lighting on/off - </strong>Very useful for a scary lighting change I want to use at one point in the game.</p>
<p><strong>Procedural music - </strong>As described in the last post. This is done using samples from my awesome collaborator, David Housden. We&#8217;re going to be showing off some of his work on the game later. For now, this is just a snippet of some ambience.</p>
<p><strong>Animating item movement / scaling - </strong>Anything in the game can now be scaled or moved via switches or trigger boxes</p>
<p><strong>Fake Parallax - </strong>The game is rendered via an orthographic camera, so parallax does not occur. It is instead faked, by moving background elements around to create the optical illusion of depth. Pretty textbook stuff.. I claim no originality here <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p><strong>Moving text - </strong>In game text is now done via Unity&#8217;s 3D text. This allows it to animate and move like all other elements, and roots it in the world. This is essential for some of the cool typographical elements I&#8217;ll be adding to the game later.</p>
<p><strong>Intro camera - </strong>The game now has a nice sleek start to every level, animated character spawns and camera pans. All rather pretty, and editable enough to be used in lots of different ways in various levels</p>
<p><strong>Pickup - </strong>Done, but this may go the way of the wall jump, cute, but possibly unnecessary for the game.</p>
<p>So, lots done&#8230; I&#8217;ll continue to plod on. Need to make some proper levels and a trailer featuring David&#8217;s theme tune&#8230;</p>
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			<media:title type="html">mikebithell</media:title>
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		<title>Something on a Sunday #13: A music system</title>
		<link>http://thomaswasalone.wordpress.com/2011/07/31/something-on-a-sunday-13-a-music-system/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/07/31/something-on-a-sunday-13-a-music-system/#comments</comments>
		<pubDate>Sun, 31 Jul 2011 15:50:01 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=123</guid>
		<description><![CDATA[Lots of post-it notes used this week (more on that next time), but for now.. I&#8217;ve got a cool new music system in-game and working. No video this week, as the final tracks aren&#8217;t quite ready, and I feel absolutely no need to share my shody test loops with you. Instead, I thought it might [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=123&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Lots of post-it notes used this week (more on that next time), but for now.. I&#8217;ve got a cool new music system in-game and working. No video this week, as the final tracks aren&#8217;t quite ready, and I feel absolutely no need to share my shody test loops with you.</p>
<p>Instead, I thought it might be useful to share the method I used. Interested to hear opinions, and happy to give pointers to anyone wanting to create a similar thing in Unity.</p>
<div id="attachment_124" class="wp-caption alignnone" style="width: 460px"><a href="http://thomaswasalone.files.wordpress.com/2011/07/music-loops.jpg"><img class="size-full wp-image-124" title="music loops" src="http://thomaswasalone.files.wordpress.com/2011/07/music-loops.jpg?w=450&#038;h=349" alt="" width="450" height="349" /></a><p class="wp-caption-text">gosh. what a lovely row of rectangles</p></div>
<p>I had a simpler system in mind originally, just playing tracks one after the other. An unfortunate side effect of working with talented people; they are often inclined to tell you when your ideas suck.</p>
<p>The game&#8217;s composer asked for a more complex system, and did some beautiful examples showing me why it was in my best interest to suck it up and make something cool. The result is the system above, which is in and working beautifully. It&#8217;s amazing how a relatively low number of samples, when put together in a guided random fashion, can produce something very cool.</p>
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		<slash:comments>2</slash:comments>
	
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			<media:title type="html">mikebithell</media:title>
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			<media:title type="html">music loops</media:title>
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		<title>Something on a Sunday #12: A Conscious World</title>
		<link>http://thomaswasalone.wordpress.com/2011/07/24/something-on-a-sunday-12-a-conscious-world/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/07/24/something-on-a-sunday-12-a-conscious-world/#comments</comments>
		<pubDate>Sun, 24 Jul 2011 12:14:09 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=118</guid>
		<description><![CDATA[Pretentious title, eh? Well. This week&#8217;s developments have been all about aesthetics, specifically trying to create a cool aesthetic for the world, which maintains the sense of minimalism I&#8217;m going for. So. 3 features on display in this video Light Finding the right solution for this was a challenge. Unity&#8217;s lighting and post processing (at [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=118&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Pretentious title, eh?</p>
<p>Well. This week&#8217;s developments have been all about aesthetics, specifically trying to create a cool aesthetic for the world, which maintains the sense of minimalism I&#8217;m going for. So. 3 features on display in this video</p>
<p><object width="450" height="278"><param name="movie" value="http://www.youtube.com/v/ilabn8QkeWM?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ilabn8QkeWM?version=3" type="application/x-shockwave-flash" width="450" height="278" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Light</strong></p>
<p>Finding the right solution for this was a challenge. Unity&#8217;s lighting and post processing (at least in the free version) isn&#8217;t right for my needs. It doesn&#8217;t provide the level of control necessary for a 2D world with so little going on texture wise. It also seemed to tend towards banding on flat planes to an extent which felt wrong. I also want absolute control over my colours, so going with in-game lights seems to add too many variables.</p>
<p>I&#8217;ve instead taken an approach of pngs describing different colour shapes which I can layer up to create the effect I want. Here, it&#8217;s a very blurry line to give the core, with translucent planes defining the god rays. It works, and keeps style simple. A few cloud particles make it a bit atmospheric, which is nice <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p><strong>Self building geometry</strong></p>
<p>Boo. Youtube seems to have really messed up the start of this video, hiding the fact that everything in the scene has self generated from pixels. You can still catch the end of it on the platform Thomas is running along. Basically, the game takes the wall mesh, it&#8217;s dimensions, then makes it invisible. Based on variables set in editor, it then assembles flat planes in order to fill the shape. At the end, it kills the planes and turns the mesh back on. A bit of animation into place completes an effect I&#8217;m really happy with. I have control over direction, speed and pixel size/ratio &#8211; meaning there&#8217;s a lot of cool applications for this.</p>
<p><strong>&#8216;Builder&#8217; enemy</strong></p>
<p>I wanted the world to learn from Thomas, generating its own AI to try and stop him. This particle-effect-on-an-itween-spline is a first attempt, which I really like. It feels mean and jagged, while also seeming more primitive than Thomas, like it&#8217;s trying to form a perfect shape, but is too mutated to achieve it. These will chase the player characters around, observe their progress and even pose hazards. They give the world personification at the point it becomes an active enemy to the player.</p>
<p>&nbsp;</p>
<p>So, lots done! Here&#8217;s a decent sized image of the game as it looks now</p>
<div id="attachment_119" class="wp-caption alignnone" style="width: 460px"><a href="http://thomaswasalone.files.wordpress.com/2011/07/picture-12.png"><img class="size-full wp-image-119" title="God rays and a builder" src="http://thomaswasalone.files.wordpress.com/2011/07/picture-12.png?w=450&#038;h=251" alt="" width="450" height="251" /></a><p class="wp-caption-text">From the day we arrive, on the planet, and blinking, step into the suuuuun....</p></div>
<p>&nbsp;</p>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">mikebithell</media:title>
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			<media:title type="html">God rays and a builder</media:title>
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		<title>Something on a Sunday #11: Camera Motion</title>
		<link>http://thomaswasalone.wordpress.com/2011/07/17/something-on-a-sunday-11-camera-motion/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/07/17/something-on-a-sunday-11-camera-motion/#comments</comments>
		<pubDate>Sun, 17 Jul 2011 18:05:33 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=115</guid>
		<description><![CDATA[This was a fun job The original game had a fixed camera for one very simple and very unimaginative reason: I had no time. There is a game design concern, you don&#8217;t want levels too big, as individual characters will get left behind, and the player may become confused at relative location. Camera movement within [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=115&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This was a fun job <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The original game had a fixed camera for one very simple and very unimaginative reason: I had no time. There is a game design concern, you don&#8217;t want levels too big, as individual characters will get left behind, and the player may become confused at relative location.</p>
<p>Camera movement within medium sized levels is however essential to creating the sense of increased scale which I want for this game. With that in mind, I sat down this week and designed a 2d scrolling camera.</p>
<p><strong>Panning - </strong>I based this on my experience of scripting panning cameras in flash. Essentially, a target optimum position for the camera is set (in this case, to the active player). The camera then moves 1/100th of of the distance there on each update. The result is a camera pan with a quick start, but a nice smooth ease out. This feels right to me, it feels a lot like a cameraman reacting.. fast adjustment to change in focus, followed by smooth placement at the end. It&#8217;s basically the trick firefly pulled in every single space battle shot.</p>
<p><strong>Level extents -</strong> Really simple, the camera object has 4 variables, one for each extent (top, bottom, left, right). If the camera target strays out of this imagined box, it is adjusted back in, pre camera move. This maintains the smoothness, while ensuring players don&#8217;t see my messy level edges <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>And here&#8217;s a video of the resulting camera. Looking forward to plugging this into a real level. Have to make one first&#8230;</p>
<p><span style="text-align:center; display: block;"><a href="http://thomaswasalone.wordpress.com/2011/07/17/something-on-a-sunday-11-camera-motion/"><img src="http://img.youtube.com/vi/W77_xzLK3_Q/2.jpg" alt="" /></a></span></p>
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			<media:title type="html">mikebithell</media:title>
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		<title>Something on a Sunday #10: The Return!</title>
		<link>http://thomaswasalone.wordpress.com/2011/07/10/something-on-a-sunday-10-the-return/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/07/10/something-on-a-sunday-10-the-return/#comments</comments>
		<pubDate>Sun, 10 Jul 2011 17:11:47 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=111</guid>
		<description><![CDATA[Oh, hello there. I know, I know. Holidays, parties and a busy day job are the excuses this time. Here&#8217;s an extremely apologetic video showing some of the work I&#8217;ve been doing since my last update&#8230; Credits &#8211; A fun little bit of polish. I think these are looking really sweet. Hopefully I&#8217;ll soon be [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=111&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Oh, hello there.</p>
<p>I know, I know. Holidays, parties and a busy day job are the excuses this time. Here&#8217;s an extremely apologetic video showing some of the work I&#8217;ve been doing since my last update&#8230;</p>
<p><object width="450" height="363"><param name="movie" value="http://www.youtube.com/v/53X_XkI7GAQ?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/53X_XkI7GAQ?version=3" type="application/x-shockwave-flash" width="450" height="363" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Credits</strong> &#8211; A fun little bit of polish. I think these are looking really sweet. Hopefully I&#8217;ll soon be able to add some names to this list <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Multi layer menus</strong> &#8211; This is nice, I needed a level select screen. I now have one. Howzat.</p>
<p><strong>Pause Menu</strong> &#8211; Stepping in and altering the flow of time in Unity is shockingly easy. Must resist urge to add bullet time&#8230;<strong></strong></p>
<p><strong>Player targets</strong> -These won&#8217;t come as a shock to players of the original flash game. They are in and nicely set up to automatically scale to their associated character&#8217;s size. Needs a bit of graphical flare though.</p>
<p>The next jobs involve saving and loading data&#8230; which is apparently a great deal simpler than I&#8217;d been assuming. Such a great editor&#8230;</p>
<p>&nbsp;</p>
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			<media:title type="html">mikebithell</media:title>
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		<title>Something on a Sunday #9: Nothing on a Sunday</title>
		<link>http://thomaswasalone.wordpress.com/2011/06/19/something-on-a-sunday-9-nothing-on-a-sunday/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/06/19/something-on-a-sunday-9-nothing-on-a-sunday/#comments</comments>
		<pubDate>Sun, 19 Jun 2011 20:00:38 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thomaswasalone.wordpress.com/?p=107</guid>
		<description><![CDATA[Sometimes the most important jobs are the least impressive. Thomas Was Alone has been in full dev for a couple of months now. I&#8217;ve been building the game and learning Unity simultaneously. The obvious outcome: A game which was littered with a tonne of mistakes and errors. Well, this week I took on the least [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=107&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Sometimes the most important jobs are the least impressive.</p>
<p>Thomas Was Alone has been in full dev for a couple of months now. I&#8217;ve been building the game and learning Unity simultaneously. The obvious outcome: A game which was littered with a tonne of mistakes and errors. Well, this week I took on the least sexy task yet, and rewrote it.</p>
<p>I&#8217;ve systematically gone through all the scripts in the game, standardizing and cleaning up the functionality. As such, there are no new visuals and videos, but about half the scripts! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>At the same time, I&#8217;ve been making some pretty major changes to the platforming controls, tearing out the old system and replacing it with something more predictable and fluid. The work on this is ongoing, and hopefully I&#8217;ll have more to show on that front next week.</p>
<p>So, not a lot to show. One of those boring but important updates. Laying the foundation for something very cool.</p>
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			<media:title type="html">mikebithell</media:title>
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		<title>Something on a Sunday #8: Menus</title>
		<link>http://thomaswasalone.wordpress.com/2011/06/12/something-on-a-sunday-8-menus/</link>
		<comments>http://thomaswasalone.wordpress.com/2011/06/12/something-on-a-sunday-8-menus/#comments</comments>
		<pubDate>Sun, 12 Jun 2011 12:43:18 +0000</pubDate>
		<dc:creator>mikebithell</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[iTween is rather awesome, isn&#8217;t it? Unity is impressive tech, but I&#8217;ve been infinitely more impressed with the community surrounding it. Any obscure question can be answered with a glance at their forums, any problem has most likely got a user created tutorial, example code and even tools designed to help it get sorted out [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=thomaswasalone.wordpress.com&amp;blog=17539218&amp;post=104&amp;subd=thomaswasalone&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://itween.pixelplacement.com/index.php">iTween</a> is rather awesome, isn&#8217;t it?</p>
<p>Unity is impressive tech, but I&#8217;ve been infinitely more impressed with the community surrounding it. Any obscure question can be answered with a glance at their forums, any problem has most likely got a user created tutorial, example code and even tools designed to help it get sorted out even quicker. An amazing learning environment.</p>
<p>iTween is a great example of such a tool. Trying to work out how to move items, I wasn&#8217;t at all shocked to find a fantastic resource which makes the task a breeze. It seemed like a good excuse to get a pass of the main menu done. And here it is..</p>
<p><object width="450" height="278"><param name="movie" value="http://www.youtube.com/v/8av7_HcMQUk?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/8av7_HcMQUk?version=3" type="application/x-shockwave-flash" width="450" height="278" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>(no sound &#8211; I and others are working on that ;P)</p>
<p>I&#8217;m happy with the result, it&#8217;s created entirely at runtime, from inspector edited arrays containing the text strings and icons. This makes it massively scalable. The placement, size and even colours are also all variables, so this can be used to make a pretty broad range of menus.</p>
<p>It seems only fair to put this back into the community. I&#8217;ll be doing so after release.</p>
<p>Right.. now I need to get to the important and far less pretty task of cleaning up the script written so far. It&#8217;s become messy and I plan to spend the rest of the day cleaning up a little.</p>
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