Create Unity mobile icons

If you work with Unity for mobile you know the pain of creating all the required icon sizes. That’s why I created a service for OS X (sorry Windows users), that with a simple right-click on a PNG gives you the option to create and conveniently name them. Just select a large PNG of your icon, right-click, and then under _Services_ you’ll find Create Unity Mobile Icons. To install, download this zip file and double-click the workflow file inside.

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New tool — New character!

A month ago I wrote about why I wasn’t renewing my Adobe subscription. At that time, I was planning to replace Photoshop and Illustrator with Pixelmator and iDraw, respectively. One month later, everything still stands, but those like me, who have been considering a change for a long time, now have one more VERY strong reason to do so. A couple of weeks ago, while on vacation, I was checking my Twitter feed and someone shared a video about a new software that just got released on the App Store.

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Project Cuba Main Character progress

Recently I was digging through some of my files and found the various iterations of Jack, the main character of my upcoming game, Project Cuba. While the process itself was fairly simple and quick I think it’s worth to share because it shows a different approach of the typical process. Since my hand drawing skills are very limited I opted to jump straight into Illustrator. While this is probably a lot slower for someone that knows how to put their thoughts in paper and only then trace them.

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Project Cuba First Audio Test

While at this point I’d like to be showing you some Project Cuba gameplay, the truth is that progress on that regard has been slower than expected. I’ve been super busy with some client projects and when I do have some time, there’s still plenty to do before my perfectionist self puts some gameplay out there. But please don’t despair, it’s coming soon! 😁 However, this week I’m bringing you the first musical piece for the game.

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Spine IK is here!

One of the coolest features for Spine is finally ready for prime-time. The inverse kinematics (IK) has been in the works for a few months already but it’s now available in the editor and on a wide range of the supported runtimes. For now, I’ve only been doing some quick tests but I already have a few ideas on how I can put this to good use on Project Cuba.

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Thank you Adobe!

We’ve had a great journey together but it’s time to say goodbye!… Although… It’s your fault and let me explain why… Ever since I’ve started working professionally on the creative industry more than 10 years ago, Adobe software has been the standard by which every designer measured their software skills. For the most part this still holds true nowadays, but the tides are changing rapidly it and will probably be too overwhelming for Adobe to handle.

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Script Inspector 3 (Beta) Quick Review

If you’re working with Unity on a Mac you are unfortunately stuck to the ugly, outdated and painfully sluggish, MonoDevelop. There are some alternatives like using Sublime, TextMate, or, if you’re on feeling adventurous, you can even use Visual Studio (with the amazing UnityVS) from a virtual machine. However, none of these options is really convenient since you either have to give up on most benefits of a true IDE or you have to use a resource hog VM.

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Unity Plugin — TimeScale Controller (Free)

One of the key aspects of the game I’m currently working on is trying to make all the animations blend nicely together. That blending is accomplished by the fantastic Spine which I vouched for in a previous blog post. However, Spine does not (yet) have a way for you to test how animations transition to each other meaning I have to rely on how it looks during gameplay. Since my game is quite fast-paced, most transitions are fractions of a second which makes it really hard to see if they’re blending perfectly or not.

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Unity Quick Tips — Enum Description Extension Method

While this tip is not Unity specific, it’s still very useful for all C# Unity devs out there. Recently I needed to get a name/description out of a enum. After some digging around, I found this subject is far from consensual and there are dozens of different solutions to accomplish the same result. For me, by far, the simplest and cleanest way to do it is by using a cool feature in C# called extension methods.

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Unity 2D Skeletal Animation

One of the biggest draws, if not the biggest, of doing my own games is the opportunity to spend as much time on a feature as I feel is needed — not something you can say about most client projects where you have the constant pressure of a strict deadline on your shoulders. While most of the time, you just have to step back and realize when you’re pushing a certain feature or detail too further, sometimes you also need to bite the bullet and re-do some of your previous work.

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