Recently I found myself wanting to expose a bunch of game parameters for our latest game project to my wife so she could easily edit them, to play with the difficulty and feel of it. I didn’t want her to have to use Unity, I just wanted her to be able to edit a simple file (while the game is running in this case). Bring on the text Although Unity’s own JsonUtility is a very useful tool for text exchange, JSON isn’t very approachable for a non-developer, given its very strict syntactic requirements.
How about that 2016 eh? I mean, leaving aside that a couple of mature western democracies deciding that it was well past time they got a little ker-azy and lit themselves on fire in case it might distract from other problems. Ignoring the 2016 “Cirque de Caca” thing, it’s been an interesting year for me. I decided to try being a game developerabout 3 months ago, and that’s been a fun learning experience so far.
TL;DR: SpriteRecolour project page Download binaries (Mac, Win x86/x64, Linux x86/x64) SpriteRecolour example project in Unity Background While doing 2D gamedev work this week, it came to the front of my mind how nice it would be able to easily have multiple colour variations of sprites, without having to have multiple copies of the sprites themselves. There are various ways to do this, but the one I wanted to explore was a classic palette swap technique; the sort of thing we would have used in the 16-bit days.
I alluded in a previous postto the fact that I’ve chosen Mac for all my development activities. I’m aware that in game development (outside iOS games), this is perhaps not the most common choice. Apropos, I saw a tweet thread last week, not gamedev related, where a heated debate broke out about what platform/editor/language ‘real’ developers use. I’ve lost track of the number of times I’ve seen threads like this, where opinionated developers try to tell others what choices they should be making.
In my recent post A new journeyI announced that I was moving into game development. Some people immediately followed up with questions about what engine I was intending to use, because developers 😉 Plot Twist! So let’s get this out of the way early: I won’t be using Ogre 😱 Hold your incredulity for a moment. 😀 The reason is not because Ogre isn’t great; since I retired, the team has been doing some amazing work.
I’ve thought about having a proper go at making games of my own for quite a while. There’s always been some reason why I’ve never quite gotten around to doing it seriously; all good reasons but when you line them up in serial, you suddenly realise a lot of time has passed. I’ve decided it’s time I stopped just thinking about it. As of today, I’m stepping down from most of my other responsibilities to dedicate serious time to making games.
A quick post today because I didn’t find an easily accessible reference for building Git from source on Mac OS X El Capitan, and I needed to. Maybe there’s another post out there just like this one, but I didn’t find it, so maybe this will be useful in future for those who similarly come up short on Google. After you’ve cloned the source from https://github.com/git/git, open up a terminal. I’m assuming you’ve got Xcode installed, and that you’ve already installed the command line tools - if not, execute this on the command line now:
Because SourceTreehas continued to support versions of Mac OS X back to 10.6 (Snow Leopard), we’ve still been using the ‘springs and struts’ approach to user interface layout up to now; we couldn’t adopt the newer Auto Layoutwithout restricting support to 10.7+. So I’ve only just started experimenting with Auto Layout recently, and I ended up getting stuck for a while on something that seemed like it should be really simple, and yet I couldn’t find any hard information about it on Stack Overflow or via Google: how to specify tab ordering.
I’ve had a fair amount of experience with Windows-based installers in the past, including non-Microsoft Installer based systems like NSISand the open source WiX, but most of the time I’d been working with one-off installers for native code projects, like the Ogre3DSDKs. I pride myself in not pre-judging the best toolset to use for any given problem - which is why I switch languages a lot - so when I came to write SourceTree for Windows, which is based on .
How often do you stop and think about why it is you do what you do for a living? Maybe it’s a mid-life crisis thing, but of late I’m acutely aware of the finite nature of time, and that there are an infinite number of ways I could spend that time. I’m also aware that ‘software developers’ are a quite diverse bunch of people, despite the persistent stereotype of math geeks huddled around technical toys talking in obscure acronyms (OK, we do that too).