Game jams give game developers an opportunity to flex game design skills but with a short deadline. Whether 48 hours or a whole month, game jams can be stressful when trying to get your game 'done'. Daniel Fairley will share tips and tricks on how to get the most out of a game jam before, during, and even after an event.
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public void ShowBanner() | |
{ | |
// DOES NOT SHOW IMPRESSIONS | |
WinPhoneAdMob.createBanner("ca-app-pub-xxxxxx", AdFormat.SmartBanner, AdHorizontalAlignment.Center, AdVerticalAlignment.Bottom, false); | |
// SHOWS IMPRESSIONS | |
WinPhoneAdMob.createBanner("ca-app-pub-xxxxxx", AdFormat.Banner, AdHorizontalAlignment.Center, AdVerticalAlignment.Bottom, true); | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class Screenshake : MonoBehaviour | |
{ | |
public float shakeAmount = 0.7f; | |
public float decreaseFactor = 1.0f; | |
private float shake; | |
private bool shakeEnded = true; |
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using UnityEngine; | |
using System.Collections; | |
public class CameraFollowPlayer : MonoBehaviour | |
{ | |
public float smooth = 1.5f; // The relative speed at which the camera will catch up. | |
private Transform player; // Reference to the player's PlayerMovement script. | |
private Vector3 relCameraPos; // The relative position of the camera from the player. | |
private float relCameraPosMag; // The distance of the camera from the player. | |
private Vector3 newPos; // The position the camera is trying to reach. |
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using UnityEngine; | |
using System.Collections; | |
public class ScrollingBackground : MonoBehaviour | |
{ | |
public GameObject backgroundTile; | |
public int tileAmount; | |
public float tileWidth; | |
public float backgroundSpeed; | |
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void Start() | |
{ | |
Screen.lockCursor = true; // lock mouse cursor on screen at start | |
} | |
void Update() | |
{ | |
if (Input.GetMouseButtonDown(0)) // keep mouse cursor locked when we come back (left click) | |
Screen.lockCursor = true; | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class PlayerSwingSword : MonoBehaviour | |
{ | |
public bool isSwinging = false; | |
Quaternion startRotation; | |
Animator animator; | |
void Start() |
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// POWvalue is current value of potential score | |
// POWProgress.value is current position of POW bar | |
void Increment() | |
{ | |
we initiate a new float every Increment() that will hold new value of the POWProgress.value as it pingpongs | |
POWProgress.value = Mathf.PingPong(Time.deltaTime, 1); | |
} | |
int Calculate() |
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foreach (Transform child in transform) { | |
child.parent = null; | |
child.collider2D.isTrigger = false; | |
child.rigidbody2D.isKinematic = false; | |
child.rigidbody2D.AddTorque(Random.Range(-torquePower, torquePower)); | |
child.rigidbody2D.AddForce(new Vector2(Random.Range(-.5f, .5f), 1.0f) * forcePower); | |
} |
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select | |
* | |
from | |
people | |
where last_name in | |
( | |
select | |
distinct (last_name) | |
from | |
people |