Author Archives: Richard

Finding the Fun

Reflecting on the past year of game development (and related stuff), I learned a few hard lessons. Here is a breakdown and some additional rambling, which is hopefully of some use to you. ¬†An approximate plot of my games to … Continue reading

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Fetching Palettes from Textures in Unity

I was making a thing, and I wanted to get a list of the hex values for the colors of an palette image I made so I could import into Paint.NET. So I made this thing that does it using … Continue reading

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Code Ambiguity in Unity

I have stumbled across a lot of ambiguity in code around the web in the context of Unity. Just now, looking at a very stock item – the FPS character controller. I wanted to get a C# version of the … Continue reading

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Working with dynamic materials/shaders in Unity

So I decided to test a standalone build of a Unity project I am working on and encountered a severe performance issue. I was getting about 15 frames per second, which made no sense at all. At first I thought … Continue reading

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Hello World – New Blog

Hello World…again. I’ve decided to host my blog on my site rather than tumblr. Not sure if I’ll actually post more stuff here than there, but who knows!

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