Flash Animation in Unity with LWF

May 13th, 2013 by Bryson Whiteman

Since using Unity, I’ve been trying to replicate a pipeline that’s similar to Flash. Being able to use Flash’s environment for hand-polished 2d animation just can’t be beat, unless you count custom developed tools. LWF from GREE shows promise in allowing you to bring your Flash animation into Unity, but there is some work involved in getting it to work!

donuts_lwfDemo made with LWF in Unity.

With the mobile version of DONUT GET!, I tried a homemade Sprite Animation approach. This worked reasonably for the requirements of the port but it was more trouble than anticipated given the size of the texture sheets needed for so many frames of animation. Sprite sheets ate up RAM like nobody’s business and easily crashed lower-end devices.

Late last year GREE announced a godsend, LWF. It’s an Open Source tool to export Flash animation from SWF’s into Unity or HTML5. This was around the time I released DONUT GET! on mobile (which was GREE integrated) and I was excited to try it out. Unfortunately, the first release required you to compile it yourself and the only info I could find was in Japanese. Later on I found out that GREE posted more information and a super helpful video walkthrough on the Unity forums.
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DONUT GET! OUYA Download Statistics

April 26th, 2013 by Bryson Whiteman

I ported DONUT GET! to OUYA with the hope of it being a OUYA launch title. I anticipated that it would at least help bring a bit more attention to DONUT GET!, especially since it didn’t get as much coverage as expected. Fortunately DONUT GET! was listed as one of the 104 OUYA launch titles, and mentioned on sites like Destructoid.

We’ve made our download stats available for DONUT GET! on OUYA. It’s a totally free game — there’s no in-app purchases.

donutget_ouya_stats
Our DONUT GET! OUYA Download stats are available here: http://www.donutget.com/ouya-stats/

 

A large problem within the OUYA community is that the company is slowly trickling out the ~60,000 Kickstarter units. For developers it’s a bit unsettling with the low download numbers, and the myriad of other software problems we’re dealing with. (more…)

Unity LA Meetup – Meet OUYA

January 23rd, 2013 by Bryson Whiteman

A few weeks ago I attended the Unity LA Meetup OUYA talk. There was a talk and lengthy Q&A with some people from OUYA. The event cleared up a lot of questions I had about the project.

Representing OUYA on stage was Raffi Bagdasarian, who left product development at Sony to join the OUYA team. He explained that OUYA was originally known as Boxer8. He also brought on the Unity plug-in developer Tim over Skype to talk about some technical aspects of the Unity integration.

Developers can sign up for the OUYA developer program for free at http://devs.ouya.tv . There you can download the SDK, view the actively updating documentation, and lurk in the forums. They’re still ironing out the upload process so you’re not able to upload to the OUYA online store yet.

Ouya Unity LA MeetupUnity LA Meetup (photo courtesy of the Meetup page!)

And now some bullet points:

  • The console will be running Android 4.1 Jellybean.
  • The SDK consists of in-app purchase and controller APIs.
  • Games are required to be free to play, but features can be unlocked with in-app purchases. This apparently is also a method to curb piracy.
  • There’s the typical 70% (developer) / 30% (provider) split.
  • They’re focusing on app discovery for the OUYA store, aiming to organize the shops by more detailed metrics than “highest grossing” or “most downloads.” Using metrics such as most played, longest played, etc.
  • Approval process will have guidelines — not total free for all. Initially they’ll be reviewing every game manually. Eventually they’ll work peer review into the process, similar to Xbox Indie Games.
  • As far as the style guide, they were working on prepping an official one. But in the meantime, feel free to use OUYA name and branding as long as you’re not presenting yourself as sanctioned officially by OUYA. Also, it’s supposed to be spelled in all caps! haha :)
  • There won’t be a content rating system like ESRB, but they’re planning something similar to Google Play.
  • Online matchmaking, achievements, Xbox Live features, etc. Not at launch, but planned for eventual release. Until then, feel free to roll your own systems.

More Stuff, Etc…

  • With only 8 gigs of built in storage, game sizes should be developed with that in mind. They’re working out what the hard limits should be as some games currently in development are a few gigs.
  • They recommended tools like the Unity asset store’s APK Splitter, to give a quick initial download from the store and load in assets as needed during the game.
  • They’re looking into cloud storage. At the time they were apparently debating it.
  • Looking into system level integration of Facebook and Twitter. I’m assuming for viral sharing games, and another metric for surfacing content.
  • Developers won’t be restricted from accessing websites from within games, should be able to pull any kind of data.
  • No access to Android Google Play store from within OUYA.
  • They’re open to accepting apps that are outside of games, like video players, etc.
  • No vibration with controller, mouse + keyboard are allowed.
  • They’ll have store analytics available to developers at launch, supposed to be better than Apple’s minimal dataset.
  • Piracy – since every game is free to play, they’re relying on in-app purchases API calls to unlock things.

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2D Sprite Animation in Unity

November 5th, 2012 by Bryson Whiteman



 

We recently released Donut Get! on iPhone and Android. It was originally developed in Flash and we made the mobile ports in Unity. One of the challenges of porting was figuring out how to bring the game’s Flash animation into Unity. Here’s the “quick ‘n dirty” solution I came up with.
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Loading XML in Unity – Building a Stage From XML

August 14th, 2012 by Bryson Whiteman

Ok, I had a hell of a time figuring out how to load in XML for a Unity project I’m working on and use it to build a level. Fortunately the Unity Community is vibrant and helpful, even though you may have to do digging to find what you’re looking for. It can be difficult getting started, especially when working in C# as many of the examples are coded in Javascript.

Here’s an example of some game xml:

1
2
3
4
5
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<stageData>

<stage>

<map>1, 2, 3, A, B, C</map>

<map>4, 5, 6, 7, 8, 9</map>

<map>2, 1, 3, 5, 6, 2</map>

</stage>

<map>0, 0, 0, 0, 0, 0</map>

<map>1, 1, 1, 1, 1, 1</map>

<map>A, A, A, A, A, A</map>

<map>3, 3, 3, 3, 3, 3</map>

<map>C, C, C, C, C, C</map>

</stage>

</stageData>

Keep in mind that there’s a million ways to go about doing this. I tried to justify why I did it this way, and the best I can say is “I just felt like it.” Haha!

I ended up using a C# port of this Lightweight XML parser. The benefit of it supposedly is that it’s only 8k compared to a megabyte or so that would be added if you used the native C# class, System.XML. I used the C# port by chirhotec in this post. I had to make a small change, commenting out the “string nodeContents” line because the variable wasn’t used.
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