Winterblood

LD25

Unity Web plugin weirdness

Some of the Unity entries are prompting me to install the Unity plugin, even though others work fine. Even after installing, they continue to prompt me. Never experienced this on previous LDs – anyone else having the same issue or just me? My own Unity 4 entry ran fine on the old plugin. Could it be an issue with Chrome, perhaps?

Comments

17. Dec 2012 · 22:54 UTC
If it helps to debug the situation, My game is running on Unity 3.56 / 3.57 I can’t afford to upgrade to 4 just yet :)

Pros represent!

When I’m not LudumDaring, I work for Traveller’s Tales. A bunch of my colleagues also entered LD25 and I thought I’d round ’em up here. We’re all professional programmers, but that doesn’t make LD much easier ‘cos we still struggle on the art…and sound…and design…and even the code if I’m honest…

“Earth Beast”

“Escape from Prison Planet”

“Infidel”

“Blue Idiot” (last-minute one-day jam entry)

Any other industry types participating? Yes, I know about Notch :)

Comments

lorancou
18. Dec 2012 · 12:03 UTC
Sure :)

Hi there Traveller’s Tales!
18. Dec 2012 · 23:08 UTC
Yeah, we’re here and there. =) Always happy to see other pros doing it for …. eh… “the love of the game.” heh. ahem.

LD26

I was born for this…

Very ready. I have been playing a lot of Journey this week (white robe GET) hoping I can manage to create something with a hint of that awesomeness…in a weekend. I’m nothing if not ambitious 😀

Usual tools: Unity, Blender, Mixtikl, Paint.NET, Audacity, coffee.

LD26 Day 1 summary

Calling it a night. I have a temp sphere moving around a procedural island, with a few trees to bring to life. Doesn’t sound much, but because the focus of the game is simple movement around the environment, I wrote the character mover and chase camera from scratch as well as the terrain generator. Unfortunately while they worked fine in my flat testbed, a couple of issues have cropped up with slopes – so no playable build yet.

screenshot_wip1

I’m a bit behind where I hoped to be, as I’ve spent a lot of this evening bug-fixing. Tomorrow: nailing the player and camera movement, wrapping the whole thing in a game loop, balancing and polishing…