Posts Tagged ‘interface’

Gothic bar

Posted by
Sunday, August 23rd, 2015 9:13 am

Some gothic UI. Yea it doesn’t look nearly as good as I wanted it to be, but time is running short, so short…


Unity class for resizable GUI

Posted by (twitter: @krides)
Friday, August 23rd, 2013 3:54 pm

Hi guys. I’m going to be using my class that I wrote earlier for user interface during this Ludum Dare, so I’m sharing it here for those who want a quick solution for fully responsive GUI with Unity without using any external plugins and stuff. The original post is here: You’ll find the API there.

Get the GUISizer class here: You can also download an example project here: Or, if you prefer, the same thing as a UnityPackage that you can import into your own project:  The source code is also added to the bottom of this post in case the links die. If you use C#, then feel free to put GUISizer.cs anywhere you want in your project. However, if UnityScript is your cup of tea, then it has to go into your Plugins folder. Otherwise you won’t be able to access its methods and structures.


The Fair King, Post Mortem and Time Lapse

Posted by (twitter: @caranha)
Sunday, May 5th, 2013 12:00 am

I have finally uploaded a time lapse video for my LD26 entry, “The Fair King”. Feel free to watch it here!

Fair King game screen

Clear the stage by dividing the colors by as close as 50% as possible

For me, Ludum Dare is a chance for me to try something that is out of my usual reality. Game making, art creating, very short deadlines. In keeping with this spirit, I decided that I should move myself outside of my comfort zone, and try a brand new game engine, and a brand new platform. I decided to use libGDX for the first time, and make a game aimed towards the Android platform.

I know that it is not best practice to try out new libraries in the 48 hours alloted by LD, but I wanted this to be a learning experience, so I went ahead with it anyway. Here is the usual “what went well” and “what went poorly” breakdown:

What went well:

  • Think 5 ideas, pick the 6th: My game idea became simpler each iteration, until I had an idea simple enough that I could implement in a day.
  • Porting to android: LibGDX made porting to android really simple, and it motivates you having your game on a mobile platform
  • Image levels: Levels in my game can be stored as images. I used Isopix to work on puzzle levels while I was in the train.
  • Version management with Git: I had to rollback the game a few times when I tried to add some functionalities, and Git made it really simple.

What went poorly:

  • LibGDX is quirky: You have to use power of 2 textures for portability, the font class is a mess, and different drawing models use y-positive or y-negative axis.
  • I’m tired of autotracker: but I haven’t yet learned to properly use any sequencing software for linux. I want to fix this by next LD.
  • No playtesting: means that I missed some pretty obvious interface mistakes. For example, I should throw away invalid moves, instead of showing an obvious “lose” screen for these, also it is not obvious where you should begin the line from.

It was fun, and I’m happy with the result. Please give me your opinions here.

24 to go

Posted by
Saturday, April 27th, 2013 7:29 pm

After a good amount of sleep, I’m now in a condition to continue hacking together the rest of the game.


Got the interface pretty much done yesterday, so now it’s time for the fun stuff.


Here’s my progress pic of the day. Looks exiting, right?


How to Play Cat Breeders

Posted by (twitter: @caranha)
Monday, August 27th, 2012 3:21 pm

Today I got a friend to play my game together with me, and I realized that the interface is completely non-intuitive. Here is a small guide about how to play the game:

* Goal: Your goal is to please the different clients, by selling them cats that fit their preferences. Each client has a completely different preference, such as big cats, spotted, active cats, etc.

* Breeding screen: You start the game here. Select a Cat and click on the “breeding area” to select a cat for breeding. Ribbons indicate females. Small cats are immature and cant breed. Select a cat and click on the lens to get more info about it. Select a cat and click on the river to throw a cat away. Click “end turn” to advance the game: Cats will breed and eat food.

* Pet Shop Screen: You can buy 4 different items here. Click on an item to get a description of the item. Click on “buy item” to buy the selected item.

* Sell cats scree: The list of your cats, and the list of available clients can be seen. Select a cat, a client, and click on “Sell Cat” (bottom button) to sell a cat. Select a client and click on the mouth button to get some info about that client. Select a cat and click on the lens button to get some info about the cat.

Sorry about the lengthy manual. When my friend started playing the game, the confusing parts of the interface became immediately obvious. Many of those were easy fixes. This is why it is VERY important to get your game tested by another person during the dare (of course, to get your game testing, you need a working prototype early in the dare).

Hope you enjoy the game!

Mini LD #3 Progress

Posted by
Friday, September 5th, 2008 8:42 pm

Update 1:

I decided to go for option 1, the ultra-simple 3d modeller.

The other options didn’t set my “ooh shiny!” reflex ablaze, although they are probably significantly more doable in the time frame.

In the same vein as Ludum Dare I have given it a Latin name – Carpe Lutum (Seize the Clay).

I have put all the woes I had with Flex in LD12 behind me – i had so much trouble because I was trying to treat it like normal Flash, and it will resist you every step of the way if you try that. Use it like an app platform and it purrs like a kitten.

Here is a screenshot of my interface as of hour 5:

Carpe Lutum Screenshot 1

[cache: storing page]