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
Tag: art
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 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.
Day 45 – More wax
Yesterday I installed the new Unity update, which has fixed my issue with not being able to build a Play Store-compatible 64-bit app. So today I spent a long time poking around in the developer console creating a Closed Alpha release, uploading, fixing things etc. The alpha's gone through the pre-released checks fine, but I'm… Continue reading Day 45 – More wax
Day 44 – Wax on
With only a few days to go now, I spent today doing polish work: Tweaked the pickup spawning again so that they only appear in the middle at the beginning, and gradually spread out; this makes the start slightly easier and less daunting as the first pickup is likely to be nearbyLengthened the tile flipping… Continue reading Day 44 – Wax on
Day 40 – Station!
As I've been playing, it's become obvious that the game becomes almost unplayable after ~15 coaches have been collected. The train becomes too long to manoeuvre around the grid, and too quick for you to be able to think - a minor mistake can quickly unravel the game. It also becomes too intense for too… Continue reading Day 40 – Station!
Day 38 – Home straight
Love Island finishes in just under two weeks. I've gone back to my MVP list to see which bits I desperately need to do soon. The #1 blocker to releasing this is privacy. Early on in the jam I integrated GameAnalytics. I've decided to change now to Unity Analytics to make data consent simpler to… Continue reading Day 38 – Home straight
Day 37 – Smoke
Belated update from yesterday - I only had half an hour before popping out to an industry event. I made a smoke sprite for the train smoke, as the Unity default one looked a bit odd, and faded to grey at the edges. The effect still needs some tweaking, but I'm happy that I made… Continue reading Day 37 – Smoke
Day 6^2 – Coaching
Today I created a coach for the new train, and got the whole consist in-game. I then started doing a bit more UI work - after playing on mobile I realised the Info screen was quite small, so I enlarged that and then started looking at fonts. Browsing Google Fonts I've seen so many that… Continue reading Day 6^2 – Coaching





