Author Topic: Indie Development - Gobbo (iOS & Android)  (Read 3457 times)

Majicpanda

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Indie Development - Gobbo (iOS & Android)
« on: May 22, 2013, 10:55:02 PM »
First off I have been asking questions around here for a while and have to thank you for all your support.  I just started dev'ing with Unity back in November and to try and help us along I convinced our little studio owner (4 of us total, all profit sharing just flying blind here) to buy NGUI.

Since I didn't come from anything but a PHP / Web Design background it was quite a bit of learning, but as I kept using NGUI it just became easier and easier to understand C# and Unity itself due to how well it was written.  Our first game isn't the best game out there, but without NGUI it wouldn't look anywhere near as good as it does and wouldn't even offer some of the features that it does.

Honestly, because of some of the features that NGUI offers is why some of our features are even in game.  I made use of everything I could think of from your examples and hours of studying scenes that came with the plug-in and came up with what I hope is a good foundation to build off of for our future games.

The following screenshot from our game was made with a lot of NGUI widgets from labels, buttons, basic sprites, sliced sprites, and recently the added slider bar.  The stepping was PERFECT for what we needed in the Difficulty slider as it ticks from 1 to 2 etc freely and adjusts a static variable for the scene when the player hits start.


In this one I used the UILabel with a parent Panel and spawned the text with a WorldToScreenPoint back and forth conversion and an animation to move it across the screen with a UITween that faded it out after it spawned... that one was fun to get fully working ;)
Another huge point about this scene is the use of UIGrid. That is the bees freakin knees... I used it for a "buff/debuff" system.  In the bottom you'll see the bear trap debuff.. down there can also be buffs and debuffs (up to about 5) and your grid allows for Reposition Now which makes developing a system like this so easy (when an effect expires I just call Reposition Now and it sorts them all in order instantly) and look so good.


This is our Lair screen which makes use of a bunch of UIButton's and interactive screens for purchasing items (next screen and the most robust solution I used NGUI for)


This is one of the ones I was talking about.. when I saw the example of scrolling items I immediately thought "store."  With the DraggableContents and DragPanel along with a bunch of code that activates what the user owns vs what they need, I was easily able to use spriteName and MakePixelPerfect() to seemlessly display a list of items for sale that is flingable on iOS :) 


Yes this is a somewhat shameless plug, but it's also a sincere 100% thank you for making this plug-in because without it this 1 coder / 1 artist project would have gotten nowhere near it did without NGUI.  Hopefully you get some good advertisement out of this post as well, and I'll be more than happy to answer any questions about any of the elements in any of the screenshots if anyone has any questions.

Thanks Aren, this product kicks ass ;)  If I could do all of this without much OOP experience then someone with some could do wonders with the tool. I look forward to seeing what you can do with the GUI system for Unity.
« Last Edit: May 23, 2013, 09:31:18 PM by Majicpanda »

ArenMook

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Re: Indie Development - Gobbo (iOS & soon Android)
« Reply #1 on: May 23, 2013, 10:59:50 AM »
Nice, thanks for sharing!