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Here you will find how is development going on. Nothing fancy, more like a “library” we could look at and see how things have changed. Feel free to spare some time wandering ;)

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 | 6

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, z buffer
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 | 4

This first post (1/2) describes the shadow casting part of the full process. The second one is still in the backlog waiting to be done ๐Ÿ˜‰ Disclaimer: This is a reference for my future self, when he’d forgot how to … Continued

2D, depth buffer, realtime shadows, rim lighting, sprites, stencil, Unity3D, z buffer
Using LUT for balancing the whole frame
23 Mar 2017

Using LUT for balancing the whole frame

by Player1 | posted in: Dev blog | 0

Some months ago we were showcasing Trespassers (more shameless self promotion… in our own webpage!) at FIMP ’16, a local event that, in its 4th installment has grown so much as it can be considered a reference in the local … Continued

Color Correction, How to, Lookup texture, LUT, tutorial, Unity3D
Designing player’s in-game classic UI
21 Dec 2016

Designing player’s in-game classic UI

by Player1 | posted in: Dev blog | 1

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 … 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 | 3

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 … 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 … 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 | 2

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 … Continued

Action, Development, Gameplay, performance, projectiles, Trespassers, Unity3D
YAGI: Yet Another Greenlight Insights (Trespassers) post
8 Nov 2015

YAGI: Yet Another Greenlight Insights (Trespassers) post

by Player1 | posted in: Dev blog, Other | 1

Warning: Lengthy post about business/marketing here. We are in the middle of the Greenlight campaign (click to go there) these days with Trespassers, and have some insights about the process. In case you wonder, we are tracking the links that … Continued

Analytics, Greenlight, hashtags, Insights, Steam, Trespassers, Twitter
Characters somersaulting
4 Nov 2015

Characters somersaulting

by Player1 | posted in: Dev blog | 0

Right into the development and after talking with other developers at Madrid Games Week 2015 (where we could further test our game, but that would make up for another story), we felt the needed to recover a special kind of … Continued

Action, Development, Gameplay, Trespassers

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  • Another way of aligning elements when creating icons
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  • 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

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