Dev Log
Easy UI Styles for Unity
So like many of us when in the middle of the project it’s easy to get distracted and start building tools that probably take longer to create than the time the saved by the tool. And what do you know, a few years back I created Easy UI Styles…
I was finding it hard to iterate on my UI designs. I’d change a color here and it would look better, but then I’d need to change it 7 other places and then it was a tad or dark. Or a tad to light. Oh and then I wanted the font a bit smaller.
Ugh.
So Easy UI Styles let me define a style in a custom editor and then apply it object by object in the scene.
A little while back I started switching my project from UGUI text to Text Mesh Pro (holy crap it looks better) and Easy UI Styles didn’t support it. So down the rabbit hole I went! Several hours later the asset now supports 99% of the setting for Easy UI Styles - seemly there are 2 settings that can’t be set by an external script.
While I was at it I created a new video for the asset as well as a cut down free version of the asset. You can get the “Lite” version on the asset store once it’s accepted or until then you can download it here. The full paid version is free for my Patrons (wink wink).
9th Grade Math to the Rescue
With summer here and my day job being a teacher I have a lot more time on my hands all of a sudden.
Nobody has told me to show up for work, so I haven’t gone for a while.
I’ve also intentionally taken a little break from cranking out YouTube videos. Lets be honest the $8 a month I’m pulling in on ads isn’t paying the bills or a reason to flirt with burnout.
This is letting me spend more time working on my personal project. Right now the game is functional, or rather it fluctuates between functional and broken as I write more code, but that’s a not the story I want to share.
At the moment, I’m in the middle of iteration 2 of 37 in terms of polishing and refining the game mechanics. I’ve been squashing bugs left and right while making bits smoother and easier to use.
As part of those iterations, I’ve been working on the UI. Trying to make it less ugly, which is very different from trying to make it look good, and adding “juice” where I can. The ugliest of all the UI at the moment and roughest in terms of functionality is the “combat selection” panel. I want the player to be able to click on a “tournament” and have that tournament be centered in a scrollRect (Unity). So, I did a little playing on my own and it “worked.”
I sure am liking quotes today…
But reaching for a slightly higher standard than just “working”, I decided to use the google and see if other folks had a slick way to make it work. I found posts and discussions, but it all seemed overly complicated. Why is this hard?
Okay yes, Unity’s UGUI system can be pretty opaque at times… but again that’s not the point. Stop distracting me.
And then! Just like each morning during the school year… I remembered that I teach math. And this is just a math problem! I also teach physics. So I figured I’d gather some data and model the situation
9th grade math to the rescue!
The complex problem quickly showed itself to be just a linear equation, the position is based on the number of children (tournaments) in the scrollrect, which is fixed, and the index of the child I wanted to center. This is of course based on the children all being the same size (width in my case).
For those following along, yes, I have three variables so no it’s not “linear” but lets not get too picky. Nobody likes to sit next to that guy at the party so don’t be that guy.
And yes, it’s very ugly, but it works. That’s good enough to call it a win!
This was a good reminder, that as helpful as the interwebs can be sometimes the solution you find is a hammer and your problem isn’t a nail. A couple deep breaths, a few trips pacing around the living room like a crazy person and you can often find a simple(r) solution to your problem. I’ve found that showering and pooping also work, but I didn’t need the big guns this time around.
Introducing My Next Game (Video DevLog)
After my last game project was shelved, I started working on prototypes for a new game. Having learned the lessons of not just making prototypes but meshing those prototypes together early I built up the core mechanics of my next game over the span of a few weeks (just a few hours a week).
This was many times faster than my previous project.
I had the basics functioning and even better the prototypes were playing nice together. Seemly the next step was to starting building out content with, of course, lots of iterations of redesigning and refining.
As I made progress I could see that the amount of content that I needed to create could easily get overwhelming and potentially stick me back in a spot I didn’t want to be in. Designing and balancing content with little to no feedback seems like a poor choice and one that I want to avoid it if at all possible.
Learning from past mistakes, I knew that I needed to trim the game down. I needed to focus the game. I needed to get something playable and testable ASAP.
I’m looking at you my ugly ass combat system.
As I worked on the basic combat structures and mechanics I started to see that if the combat was refined it could do a lot for the game as a whole. If the combat is interesting and holds the players attention that would in some ways that take pressure off the other mechanics. Or more optimistically it could keep players engaged and maybe give the rest of the game time to mature as I build out content.
To take this one step further I saw that the combat alone could possibly make an entire game. Or at least a “mini game.” So I decided to take a horizontal slice of the game, just the combat, and do my best to polish and turn it into (potentially) a stand alone game. It seemed like a good idea and several months later it still does.
So enough typing, here’s my first DevLog video introducing the main idea of the game and the (very) rough prototype scenes.
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September 2023
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July 2023
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May 2023
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April 2023
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February 2023
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December 2022
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November 2022
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August 2022
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April 2022
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March 2022
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February 2022
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January 2022
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December 2021
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November 2021
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August 2021
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June 2021
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May 2021
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March 2021
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January 2021
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December 2020
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November 2020
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October 2020
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August 2020
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July 2020
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June 2020
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August 2019
- Aug 12, 2019 Easy UI Styles for Unity Aug 12, 2019
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July 2019
- Jul 3, 2019 9th Grade Math to the Rescue Jul 3, 2019
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June 2019
- Jun 12, 2019 Introducing My Next Game (Video DevLog) Jun 12, 2019
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May 2019
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March 2019
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November 2018
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October 2018
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July 2018
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May 2018
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April 2018
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February 2018
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December 2017
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November 2017
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October 2017
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September 2017
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August 2017
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June 2017
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May 2017
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April 2017
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March 2017
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February 2017
- Feb 25, 2017 The Inevitable : FTF PostMortem Feb 25, 2017
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December 2016
- Dec 7, 2016 Leaving Early Access Dec 7, 2016
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November 2016
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October 2016
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September 2016
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May 2016
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March 2016
- Mar 26, 2016 Getting Greenlit on Steam Mar 26, 2016