game Archive

Secure storage for user credentials on iOS

So you’re working with Unity3D and building the next big hit game for iOS devices. Ain’t we all. You’ll also need to store user credentials, like unique identifier and password that the player uses to access your servers for the latest content, leaderboards and whatnot. First, you might think that Unity’s own PlayerPrefs is the [&hellip

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Gameobject manipulation by microphone input in Unity3D

Long time ago I made some tutorials about using microphone input to manipulate different aspects of GameObjects inside Unity3D. I’ve since developed the code further and put it available on Unity Asset Store, so if you’re not in the mood for learning all the kinks through the tutorials, just head to http://u3d.as/8P4 and grab Manipulatr [&hellip

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The Horror or yet another gamejam project

Now, I don’t participate many game jams throughout the year, but this time the concept itself was so interesting that I decided to do a little something for it. Usually, your average game jam starts with people gathering to one location, hearing the theme and building teams before starting to work on the projects. In [&hellip

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Silent Buddhist Chase

Now that’s one strange name for a game and I must admit that is randomly generated. It’s now 8:35 on Sunday morning and I’ve been up for the last 16 hours after four hours sleep. Before that I stayed awake for about 34 hours. Why? Global Game Jam. That’s why. This year I wanted to [&hellip

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Rat Zapper

What do you get, when you combine clouds and color red? A bleeding cloud from Rejected by Don Hertzfeld was the first thing that came to my mind when the theme for GetOnline2012 Game Development compo – or 48h game jam was announced. But for now, I’m not going to talk about red and cloud, [&hellip

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Car-O-Boros

Car-O-Boros is a game we made during Global Game Jam 2012 in 48 hours. We decided to set additional challenge for us and since we were told that you cannot make a racing game in 48 hours we decided to make that happen. I was in charge of the audio engine integration and programming related [&hellip

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