BluePrints: dynamic button graphics

Future-planning when I make my projects mostly revolves around doing a little work right off the bat to avoid tedious work later on. One example I'll give here is for those little buttons you see in the margins of the game that tell you what buttons do what. You'll have seen them in Piczle games. … Continue reading BluePrints: dynamic button graphics

Blueprints: Get a clue

The nonogram puzzles in Piczle Cross Adventure are merely a string of 1s and 0s. Everything else required is calculated while playing the game. Actually, let me take a step back and correct this lie. The puzzles all live in one big datatable, with the puzzle part itself forming a string of 1s and 0s. … Continue reading Blueprints: Get a clue

Working in Unreal Engine

For any developer there is a wealth of options out there for out-of-the-box solutions. In the triple-I spheres the choice seems to be Unity or Unreal and both certainly have their detractors and supporters. Personally, I chose Unreal because it gels with me and I like BluePrint visual scripting. It may not be the right … Continue reading Working in Unreal Engine