<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Tuiske &#187; Uncategorized</title>
	<atom:link href="http://www.tuiskeproductions.com/category/uncategorized/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tuiskeproductions.com</link>
	<description></description>
	<lastBuildDate>Tue, 22 Nov 2016 15:03:08 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.9.39</generator>
	<item>
		<title>Armadillo Adventure: Draw &amp; Roll open beta launch</title>
		<link>http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/</link>
		<comments>http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/#comments</comments>
		<pubDate>Fri, 12 Dec 2014 16:17:09 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=130</guid>
		<description><![CDATA[<p class="excerpt">Hi everyone! We are very thrilled to announce that we’ll be launching our open beta of Armadillo Adventure: Draw &#38; Roll on next Sunday, 14th of December! Roll over to www.tuiskeproductions.com to play the game for free and give us your honest feedback! Are you the one who gets to be at the top of our global highscore list?</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Hi everyone! We are very thrilled to announce that we’ll be launching our <strong>open beta</strong> of <strong>Armadillo Adventure: Draw &amp; Roll</strong> on next Sunday, <strong>14th of December</strong>! Roll over to <a href="www.tuiskeproductions.com">www.tuiskeproductions.com</a> to play the game for free and give us your honest feedback! Are you the one who gets to be at the top of our global highscore list?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Devblog #3: Scripting A Dynamic Camera Based On Player’s Speed</title>
		<link>http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/</link>
		<comments>http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/#comments</comments>
		<pubDate>Fri, 07 Nov 2014 19:14:17 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=99</guid>
		<description><![CDATA[<p class="excerpt">One way to make a game feel more alive and responsive – especially a side-scroller like our game – is through the camera, in particular how it reacts to the player’s movements. In addition to the camera following the player in a certain way (more on that in another blogpost), we wanted the camera’s size to be relative to the&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>One way to make a game feel more alive and responsive – especially a side-scroller like our game – is through the camera, in particular how it reacts to the player’s movements. In addition to the camera following the player in a certain way (more on that in another blogpost), we wanted the camera’s size to be relative to the player’s speed. The idea is that when the player is moving faster, the camera’s size increases to show more of the level and vice versa. Implementing this turned out to be a pretty easy task, after some quick brainstorming.</p>
<p>Here’s the script:<br />
<script src="https://gist.github.com/justicecase/5f747d63cbb60736a28c.js"></script></p>
<p>We first clamp the velocity value coming from the <strong>rigidbody</strong> by using the <strong>Mathf.Clamp</strong> method so it doesn’t go over or under the given values (here they are 10 and 18). This will give us the target value of the camera’s size. Then we use <strong>Mathf.SmoothDamp</strong> method to smoothen the transition from the camera’s current size to the target size at any given time. The first parameter is the camera’s current size, second is the target size so we use the <strong>CameraSizeInput</strong> variable for that, the third is a velocity value that the method modifies every frame, and the fourth is a smoothing value; a lower value will reach the given target faster so it’s useful to put this in a public variable and test what value is suitable by changing it and testing it in the inspector. Then we just set the camera.orthographicSize to the cameraSizeChanger.</p>
<p>And now the camera’s size is in relation to the player’s speed.</p>
<p><img class="alignnone size-full wp-image-100" src="http://www.nonamegames.fi/wp-content/uploads/2014/11/veee.gif" alt="veee" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>
