Going against yesterday's intent, I did some more today - I learned fumbled through Adobe After Effects to make a basic trailer. https://www.youtube.com/watch?v=S3Ox6AduhSs I'm also choosing to use today's post to round-up on all the software & services I've used to make Stirling Express, as it's only fair to all the great developers that have… Continue reading Day 55 – Round-up
Day 54 – Go go go!
Tonight was the final episode of Love Island (some kind of catch-up a week after the main show ended). Flow chart of the new music. Going full Bandersnatch! Overnight (4 am!) Mr Music delivered the new soundtrack, so first thing this morning I got wrote the modular controller data for it and swapped it in… Continue reading Day 54 – Go go go!
Day 53 – Bugsplatting
Today was mostly bug-fixing: Yesterday it turns out that I'd made the Info pane uncloseableMr Blender discovered that you can double-tap the main menu's Play button for fun effectsSome of the particle effects were set to additive, which made them look a bit odd in a few placesScrolling in the Open Source attributions pane was… Continue reading Day 53 – Bugsplatting
Day 52 – More polishing
Today I repositioned all the UI, having finally worked out how to make stuff appear where I want, regardless of the aspect ratio. I had seen the Canvas Scalar on every canvas, but hadn't noticed that I should probably use Scale With ScreenSize rather than Constant Pixel Size. After sorting that I kicked off a… Continue reading Day 52 – More polishing
Day 51 – Early Access
Today I saw the IAP finally working! Along the way I had to actually figure out how to use the Play Console's Closed Alpha Track. I'm not sure what the breakthrough was, but I've now seen the listing and installed on the devices, huzzah! I spent a while fixing up lots of odds and ends,… Continue reading Day 51 – Early Access
Day 50 – Still going…
I continued bashing my head against the installation of the IAP package today. Overnight, Unity 2019.2 came out of beta, so I jumped on that in the hope that it'd fix my problem. It didn't. But it was different - Unity would get stuck in an infinite cycle of trying to import FacebookStore.dll; I saw… Continue reading Day 50 – Still going…
Day 49 – The Final (almost)
Today was the Love Island final, marking the official end of my jam. While I was happy the I was ready to ship the game, I felt it worth spending an extra day to try and get the No Ads IAP working. I've taken a drastic approach to fixing the IAP library bug I had… Continue reading Day 49 – The Final (almost)
Day 48 – Store Listing
Today I've been getting my marketing on - producing screenshots, feature graphics and copy text for the Play Store listing. Tomorrow should mostly be a case of just pressing the big-old Publish button! Though I may sneak a few refinements in first, and maybe that pesky IAP feature!
Day 47 – Feedback
I started today by continuing with the IAP implementation, however a bug in Unity is preventing me from loading up the project once the IAP plugin's been installed. Sadly it's a total blocker - Unity simply quits during load. I'll either need to wait until a new version of the alpha's released, and hope the… Continue reading Day 47 – Feedback
Day 46 – IAP
Today I spent redoing the app icon, as it wasn't framed quite right on my phone screen. Then spent the rest of the time learning about, and implementing an In-App Purchase to disable ads. Still more to do on that tomorrow.


