Free tool for easily navigating between previously selected objects
Making Crawl in Unity involved a lot of going back and forth between different objects in our project. When say addding an enemy’s attack, you’d want to be going between editing the enemy, it’s attack animation, and the damage effect it spawns. Since the project has so much stuff in it, I made a little tool to help with going back to previous selections. There’s some more fully featured things on the asset store but I just wanted something super simple and lightweight.
Anyway, it’s just a single file, feel free to use/modify it however you like. I’d love to hear if it’s useful for you too!
Save it as /Editor/SelectionLog.cs in your unity project, then hit Window->Selection Log in the toolbar to open it.
Then every time you select an object, it goes to the top of the list. You can lock items to the top, and click the magnifying glass to highlight the object in the project without selecting it (useful if you want to drag it onto whatever’s in the inspector).
Woah, it’s been way too long since we posted what we’ve been working on… As we come out of the long Aussie winter we’ll start posting more regularly though. We’ll have another announcement in a few weeks too, but for now…
We’ve been working on updating Regular Human Basketball for the new millennium, and bringing it to Steam! It’s still a ways off, but look out for it in 2018!
Here’s some of the new stuff we’re adding:
All that steam pizzazz, like achievements, and the ability to leave nasty reviews
Loads of little gameplay tweaks, new art and all new soundtrack
Less free! (although only slightly)
We’re taking it to Pax Aus this weekend, and a few weeks later Barney’s bringing it to San Fransisco for Day of the Devs, we’ll have a stack of controllers for some 4 on 4 ballin’ so come along if you can!
I’ve been putting together some tools for making point and click games in Unity, and wanted to share how I’ve done things and how I’d use them to make adventure games
So I’ve made a 3 part series showing it off:
It covers my history with using tools like Adventure Game Studio, and how they work, and then shows how I use the tools I’ve made in unity to set up a scene and script some dialog and puzzles.
I’m not planning on making the tools public, they’re too specific to our workflow to be generally useful without loads more work. But if you’re curious to try anyway, or have a gander at any parts of the code let me know (contact @ powerhoof.com), or feel free to tweet questions (@DuzzOnDrums) at me too .
Despite taking a bit of a breather from Crawl after the launch, I’ve been keeping pretty busy. In the last month I’ve released a trio of little adventure games! I had help of course, including voices by Adrian Vaughan (who narrated Crawl), and music from Louis Meyer (who’s helped me with bits of Crawl code).
The first, Snowed In was made in 72 hours for Ludum Dare, with a friend Gav Kusters doing art. It’s a whimsical storybook tale with a sweary badger.
A week or two later, I released MURDERCIDE 2017 which I’d been initially using as a test project for a unity adventure game system I was working on. It’s a cyberpunk parody starring our buddy Jon Murphy who ported Crawl to Xbox One and PS4. I also got to try out my art skills on this one!
Shortly after that we realized that Adventure Jam 2017 was happening, so we jumped in with a week to go and made a horror thing called Peridium. Barney did the art for this one, so it’s totes legit Powerhoof!
Check them all out on the More Games Page. Or visit powerhoof.itch.io where there’s a bit more detail, plus some other free stuff we’ve made that you might have missed!
I was recently asked for my opinions on why we’re seeing such an influx of pixel art in modern games. Where I had intended to write a quick paragraph, it turned out I had a lot of rambling thoughts on the topic brewing in my subconscious, which unfurled into an unwieldy rambling essay, which is likely of little use the the person initially seeking my thoughts on the matter. Instead of dumping these ramblings in the trash, I thought I’d leave them here on the blog, in case someone finds them interesting.
We have a new boss, a bunch of new monsters, new items, new props, achievements, trading cards, OST, a million little fixes, and a brand new trailer starring Ye Old Shrimpeyes and the eternal rotting void…
Now to go and watch the website analytics until my eyes roll out of my face!!
Finally ready for launch, AND COMING TO CONSOLES 🙂
After all this time we’re finally ready to call this thing 1.0! We have a new boss all ready to go, a bunch of new stuff including achievements, Steam trading cards etc, and our buddy Jon has been slaving away on console ports!
I’m just putting the finishing touches on our launch trailer after a few recording sessions with Ye Old Shrimpeyes, so be ready for more video silliness on the 11th 🙂
Also TAKE THAT YARRIS!!! Finally someone with the guts to take those Yarris guys down a peg!