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Tuesday, November 11, 2014

Unicorn Training Promo Material


     If by some miracle from the shining heavens Unicorn Training takes off and gets featured on an appstore I'll need to submit art at certain resolutions for them to put on the storefront so people can click on the pretty art to be taken to my app info page. I made them for TriGrid, Candy Shop Catch, DragCore, and Feed The Plant so it's nothing new. I'm only getting better at it.

     I've finally realized the importance of having nice contrasting colors and sharp pixels. Without something telling the eyes what the boundaries are and where to focus it looks like some amateur MS Paint mock-up. I want my banners to stand out on the app store and look as good, if not better, than anything next to it. If I expect people to actually pay for this, I need to go the extra mile.

Get some pretty promotional art below!

Monday, November 10, 2014

Unicorn Training Appstore Screenshots

After slaving away for days it's done!
     I took a nice chunk of time to capture 10 perfect screenshots for Unicorn Training. These are the prettiest game images I've gotten for anything I've put up by a long shot. I put a lot of time and love into these things and the results make me proud to call this my game's best face-forward. I'll see to it that the feature / promo art is just as visually impressive.

    I set the game's camera resolution to 1136x640 and made it so it will shrink or stretch the image to fit any device's screen. This is an important thing to add because I want all the HUD elements to be visible even on the weirdest of screen sizes. The screenshots are supposed to show off the game's features and convince people that it's worth their attention. I'm hoping these screenshots will be impressive enough to convince folks to watch the trailer, read the description, and ultimately pay a dollar for the full version.

You can take a look at all the screenshots below the break!

Sunday, November 9, 2014

Screenshots Delayed: Resolution Issues

Your first four screenshots are what will really sell your game.
That's why I'm still carefully capturing mine.
     I made a mess. The thought never came to me, but resolution issues have come back to haunt me and I've had to remake the same couple screenshot sets 3 times now. I'm still working on them going by the new camera settings that I have to use alongside the Unity screen viewer. The way the game is set up, the camera has a different resolution than the device it's on so I had to find a camera resolution that looks good on any screen within a certain range.

    I thought I was fine just using a set aspect ratio in Unity but that only applies within Unity and not on actual devices of varying screen sizes. It's a total headache and the best solution I've found so far is to use the biggest resolution I know of for my camera screen size and shrinking it to fit on everything else. Out of everything I tried those results looked the best so I locked that in code.

This nightmare of minor details are going to be carefully considered when working on my next game.

Saturday, November 8, 2014

Status Report #63 (Unicorn Training Beta)


     It's almost finished.... It's almost out into the world and I'm almost ready to take another step towards who I want to be. Keep an eye out for Unicorn Training which I plan to have up on Google Play on Friday, November 14th! That's next week! Crazy exciting.

     With that being the case I'll be doing my big blog post schedule change soon after Status Report #64 (which is cool because I love the N64) and it'll feel like new beginnings all around. I'm not sure when I'll be doing a full website color scheme change, but keep an eye out for that too in the coming months. As for content to see now, look no further than below the page break.