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ARCore Mini Golf Game

by Devon O.· January 28, 2018· in Games, Unity3D· 0 comments tags: augmented reality
Having received a Samsung Galaxy S8 for my birthday (a gift from my wonderful wife), I’ve been playing around a bit with Google’s ARCore preview 2. The most recent creation o’ mine is a 7 hole mini-golf/putt putt game and I thought I’d jot down a few of the trials and tribulations I’ve come across in developing augmented reality games that may help others (or at least my future self). Scaling Scaling for augmented reality is a challenge. In my case I didn’t want to create life sized putt putt tracks, but something that was visually about the size of a coffee table or so. Something you could place on the floor in front of you and walk around if necessary. In order accomplish this, I had to change the import scale of my models (which, incidentally, I got from the Unity Asset Store here, if interested) from 1.0 to .0003. This means, in terms of 3D world space scaling we’re talking about models in the size of millimeters rather than meters. Visually, this will look good on the device but can lead to other problems such as… Physics One of the first things I noticed when scaling items so […]
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The Elvis Jelly Belly Chilli Donut Zombie Stompmas

by Devon O.· December 26, 2017· in Games, Unity3D· 0 comments
Just one last quick personal project to finish off the holidays. Run around as The King, eating donuts and avoiding evil zombie elf things – or zapping them with your pew-pew ray. Play it here. Happy holy daze, all.    
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Unity3D Endless Runner Part II – Scrolling Worlds

by Devon O.· January 02, 2017· in Games, Unity3D· 6 comments tags: Unity3D
Happy New Year, all! And here it is, my first blog post of 2017. Unfortunately, if last year’s track record is any indication, this may also be my last blog post of the year. I’d like to believe not, though. Hopefully this year will be a little more productive (at least in terms of writing). And, as for pretty much everyone in the world, last year was a bit trying, to say the least. Here’s to a better one for all. In any case, this post will pick up where my last left off – the second part of a series on creating an endless runner game. If you never saw it or need to remind yourself what the hell I wrote six months ago (as I did), you can check out the first part here. So, if playing along, at the end of the last post you wound up with three prefabs: a CurveController (actually, if you didn’t turn the CurveController into a prefab object, go ahead and do so), and two tiles, Tile01 and Tile02, each with a Curved shader applied. In this episode, we’ll get a random (but not *too* random) collection of those 2 tiles to endlessly […]
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Unity3D Endless Runner Part I – Curved Worlds

by Devon O.· July 17, 2016· in Games, Shaders, Unity3D· 8 comments tags: Unity3D
A couple months back I got an overpowering hankerin’ to create an endless runner style game in Unity3D (think Subway Surfers or Temple Run). Now, it’s been quite some time since I’d even opened Unity3D, let alone made anything so, after updating my free version install to 5.3.5f1, I figured the best thing to do would be to look around for a decent tutorial. I definitely found a couple, but I didn’t actually like the looks of them, so I decided to just spend a couple weekends creating my own instead. Since I did, I thought I’d post my results here to possibly help anyone else with a similar wild hair. Seeing as I’m by no means a Unity expert and am relatively new to C#, I wouldn’t consider this a tutorial, but rather a description of a journey. If anyone who actually knows Unity reads this and wonders why I did something in some very odd fashion, there’s a 99.9% chance it’s because I didn’t know any better. Post a comment if you have any best practices tips. First things first, since I rejected several tutorials after looking at the final product, it’s only fair to show what I set […]
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Playing With a Couple Game Ideas

by Devon O.· September 16, 2012· in Actionscript, Flash, Games· 10 comments tags: away3d, starling
Just a couple game fragments, really – prototypes, if you will; but some fun nonetheless, and it’s always good to tinker with new ideas… After working on some various filters for Starling (cf. the last two posts here), I was itching to make something that actually used one. So, that in mind, here’s a little top-down-shoot-a zombie-with-a-flame-thrower game that makes use of the SpotlightFilter from when last I wrote: Zombie Roast. Also, since Away3D 4 made its official debut and added the ability to combine itself with Starling, I’ve been wanting to do something with that awesome combination. And that led to this little Tron like Light Cycle game idea (the scrolling background is Starling, while the bikes, of course are in Away3D). Anyway, that’s what I’ve been up to whilst waiting for the axe to fall… Bonus: Here’s one more Starling Framework filter for y’all: MotionBlur. You can see an example in action here. There’s actually two drawbacks to this filter: it will only work in the ‘Baseline’ profile (not ‘BaselineConstrained’); and, to avoid image clipping, it requires a lot of empty space around what you want to blur (e.g. in the example, the image is a 300×300 png […]
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Devon O. Wolfgang

AIR | Unity3D | AR/VR

Unity Certified Developer

Technical Reviewer of “The Essential Guide to Flash CS4 AIR Development” and “Starling Game Development Essentials”

Reviewer of “The Starling Handbook”

Unity Engineer at Touch Press.

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