Activity Stream

@tomwor@tomwor.com

I just learned that in a Unity package you are not supposed to delete the .meta files, as files without corresponding .meta file will just get ignored by the editor. So much for keeping things tidy. 😬 #madewithunity #gamedev

@tomwor@tomwor.com

I blogged again. 🫣 "Every step filled with dread" - The Hidden Costs of Convenience: Choosing Between Control and SaaS in Game Dev. #gamedev #saas

@tomwor@tomwor.com

"The Legend of Zelda" was inspired by Shigeru Miyamoto’s childhood adventures exploring caves near his home in Kyoto. So many video game devs seem to be inspired by childhood experiences. #Zelda #GamingHistory

@tomwor@tomwor.com

I added a public property "debugLog" to all of my ScriptableObject events, to see when listeners are registered and the event is fired. Great for insights. #unity #gamedev

@tomwor@tomwor.com

I finished the GameOver UI - it now show the leaderboard instantly. Learned a lot about Unitys UI system and Layout Groups, it's not that bad once you figure out the basics.

@tomwor@tomwor.com

There is a slight pixel scale issue at 1280x800 (Steam Deck resolution) because I need to scale it by 0.75 - probably nobody will ever notice, but it burns a hole in my eyes right now nevertheless. #gamedev #pixelperfect

@tomwor@tomwor.com

Hadouken! 🔥 Street Fighter II revolutionized gaming with combo attacks, but they were actually a programming glitch that became a core feature. Accidental genius! #StreetFighter #RetroGaming

@tomwor@tomwor.com

You can use ScriptableObjects as an event system. Define event assets (GameEvent) and listeners (GameEventListener) to decouple systems. This modular approach keeps dependencies low and scales beautifully. #Unity #UnityTips #GameDev

@tomwor@tomwor.com

Little known fact: In Super Mario Bros., the clouds and bushes are actually the same sprite—just colored differently. Saving memory, one pixel at a time. 🌥️🌳 #RetroGaming #MarioFacts

@tomwor@tomwor.com

Through a happy accident I enabled a two-layered Ambient Occlusion effect that really makes the game geometry pop. First is AmplifyOcclusion which deals with the small crevices (right) and the second pass is the standard Unity AO covering larger faces (left). I'll have to see…

@tomwor@tomwor.com

HELP WANTED! I set up my games UI with controller glyphs, but it needs testing. Most XBox and Playstation controllers should work, but there might be incorrect glyphs or issues with certain controllers. Would love some feedback, download the demo here: store.steampowered.com/app/1442050/…

@tomwor@tomwor.com

One of the most obvious issues with my demo has been the lack of clear communication of controller inputs. But I'm taking some time now to make it super-nice, including hot-swappable controllers with live updates to the button glyphs. #gamedev

@tomwor@tomwor.com

Demo Update! Added AutoFire PowerUp (far right). After PickUp, pressing and holding the fire button will continuously fire the current weapon. Download the demo and wishlist here: store.steampowered.com/app/1442050/ #gamedev #indiedev

@tomwor@tomwor.com

My User Authentication and Leaderboard system now has a Unity SDK prototype with a neat feature. SignIn methods run in a configurable cascade, meaning e.g. when no Token is present, it tries Username/Password and if that's not present it defaults to anonymous authentication.…