Skip to Main Content
  • Home
  • PC & Consoles
  • Mobile games
  • Dev blog
crazybits header
  • Welcome, stranger

Dev blog

Rim lighting and realtime shadows for sprites in Unity (2D) – 2/2
5 Oct 2017

Rim lighting and realtime shadows for sprites in Unity (2D) – 2/2

by Player1 | posted in: Dev blog | 0

This second part describes how the lighting is achieved, providing that contour when the sprites get close to a light source. Phew! It has been a while since I wrote the first entry of this topic in the blog. Maybe … Continued

2D, depth buffer, free, github, outline, realtime light, repository, rim lighting, sprites, stencil, Unity3D, zbuffer
Trespassers – Beta testing is over!
26 Sep 2017

Trespassers – Beta testing is over!

by Player1 | posted in: Dev blog | 0

As I’m writing this post, the closed beta testing period is over, having thrown invaluable feedback from players. From errors (exceptions, mostly) and other hard-to-find bugs, to design suggestions, everything was valuable. Steam distribution Use Steam as soon as you … Continued

acknowledgment, advice, Analytics, beta, Steam, Trespassers, Unity3D
Rim lighting and realtime shadows for sprites in Unity (2D) – 1/2
10 May 2017

Rim lighting and realtime shadows for sprites in Unity (2D) – 1/2

by Player1 | posted in: Dev blog | 0

Disclaimer: This is a reference for my future self, when he’d forgot how to get this working, and for everyone interested in learning about the process I followed. “Necessity is the mother of invention”. I had previously implemented fake realtime … Continued

2D, depth buffer, realtime shadows, rim lighting, sprites, stencil, Unity3D, zbuffer
Designing player’s in-game classic UI
21 Dec 2016

Designing player’s in-game classic UI

by Player1 | posted in: Dev blog | 0

Through these years I’ve learnt that UI design is one of the hardest, widest and, maybe for begginners, more underestimated tasks in a game. Why? UI shows information about things that player should or might want to know, but are difficult to express in … Continued

advices, design, guidelines, in-game, Trespassers, UI
FMOD v2 plugin error in Unity 5
14 Jun 2016

FMOD v2 plugin error in Unity 5

by Player1 | posted in: Dev blog | 0

When we started working on the audio in Trespassers, we were working with the built-in audio system in Unity3D. Our designer did not have control over it. He teleworks, so the workflow needed to be as smooth as possible, as he … Continued

Development, error, FMOD, plugin, Unity3D
Let’s get bloody
15 Feb 2016

Let’s get bloody

by Player1 | posted in: Dev blog | 0

When you think about blood action shoot em ups you may think about a few splats here and there, or something more dynamic, bloody, gore, if you like. That’s what we thought about Trespassers. When the 5.2 Unity3D update was released, we were looking … Continued

2D, Development, Particles, performance, Physics, Trespassers, Unity3D
Projectiles in 2D action games in Unity
7 Dec 2015

Projectiles in 2D action games in Unity

by Player1 | posted in: Dev blog | 0

In the early stages of the development of our 2D run’n gun game, Trespassers, we started to get some performance problems. One of our design goals was having tons of enemies on screen at once, and shooting them without thinking twice. … Continued

Action, Development, Gameplay, performance, projectiles, Trespassers, Unity3D
Simple cutscenes in Unity
30 Sep 2015

Simple cutscenes in Unity

by Player1 | posted in: Dev blog | 0

Months ago, while preparing the Gamelab 2015 build of Trespassers, we were thinking about how could we tell bits of the story inside the game. But things were that we had no time to develop a full cinematic for every bit of the … Continued

Cutscene, Development, scripting
Performance problems in the overworld map
28 Sep 2015

Performance problems in the overworld map

by Player1 | posted in: Dev blog | 0

One of our design decisions with Trespassers was that we wanted lots of enemies at the same time. Not smart, but you should be always outnumbered. Thus, that meant that we had to make the most out of the resources available, and … Continued

Development, performance, Trespassers
Adding variety to the city in Trespassers
11 Sep 2015

Adding variety to the city in Trespassers

by Player1 | posted in: Dev blog | 0

Although this would be our first entry in the dev blog talking about Trespassers, we have been working in the game for several months right now, although not full time though. As we are approaching our Steam Greenlight release, we are focusing on … Continued

Development, games

Recent Posts

  • Another way of aligning elements when creating icons
  • Managing key distribution and scams
  • Rim lighting and realtime shadows for sprites in Unity (2D) – 2/2
  • Trespassers – Beta testing is over!
  • Rim lighting and realtime shadows for sprites in Unity (2D) – 1/2

Categories

  • Dev blog
  • Games
  • Other
  • Uncategorized

Follow us, stranger

  • Twitter
  • YouTube

Latest news, stranger

  • Another way of aligning elements when creating icons
  • Managing key distribution and scams
  • Rim lighting and realtime shadows for sprites in Unity (2D) – 2/2
  • Trespassers – Beta testing is over!
  • Rim lighting and realtime shadows for sprites in Unity (2D) – 1/2

Contact us, stranger

info@crazybitsstudios.com

© 2023 crazybits - WordPress Theme by Kadence WP