Archive for September, 2010:

One to One & One to Many Relationships in Game Audio

Ever since Pong premiered, audio implementation in games has mostly been thought out in the same way: For every action on the screen, a sound must play with that action. This one-to-one relationship between actions and sounds is the most basic strategy to implement sound in a game. However, it is often not the best [...]

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Ace Attack is Now Live!

Ace Attack, our first game, is now available for iPhone, iPad, & iPod Touch devices. We’re very excited to have our first game out to the public! You can get the game from the App Store: http://itunes.apple.com/us/app/ace-attack/id391653685?mt=8# And be sure to check out the leaderboards at the Ace Attack website! Can you make the top [...]

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Tips For Working With Unity #5: Unity iPhone

Editor’s note: This is part 5 in a 5 part series outlining our experiences with Unity & Unity iPhone. Be sure to check out Part 1, Part 2, Part 3, and Part 4. Our first game, Ace Attack, is an iPhone game based on the card game War.  This posed a big challenge for us, [...]

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Tips For Working With Unity #4: Coding and General Tips

Editor’s note: This is part 4 in a 5 part series outlining our experiences with Unity & Unity iPhone. Be sure to check out Part 1, Part 2, and Part 3. Unity is like a big, old playground.  It’s easy to play with all of the toys and have fun, but you can very easily [...]

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Tips For Working With Unity #3: Large Sub-Projects

Editor’s note: This is part 3 in a 5 part series outlining our experiences with Unity & Unity iPhone. Be sure to check out Part 1 and Part 2. So now we have our projects in source control, and we have a “Library Manager” as the gatekeeper to the Library directory.  If your project is [...]

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Tips For Working With Unity #2: Asset Workflow

Last time I talked about what parts of a Unity project need to go into source control, and alluded to some issues that can crop up due to the way that Unity works.  Today I’ll delve into some of the details of what’s going on, why it causes problems, and how to avoid those problems [...]

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Tips For Working With Unity #1: Source Control

Game projects, no matter the size, tend to follow a predictable pattern in their development.  At first, work is slow, and you’re happy if you can get anything up on the screen (at Flagship Studios, there was a photograph that somebody took of the first triangle displayed with the engine).  At that stage, a lot [...]

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