Casino League
Position: Senior Artist
Platform: ios, Android, Fire TV, Kindle
Release Date: April 25, 2013
publisher: KONAMI
This game is the first mobile Casino game KONAMI wanted to make. I did C# scripting, particle vfx, UI layout and modeling for use in unity.
[C# Scripts]
ArtToolsWindow : create a window with editing tool buttons
Align Objects: will take in any number of objects and use the relative midem of all the objects and align them x, y or z direction.
Center Objects: use the first item in the list of selected items as anchor and center the rest objects to it.
Even Spacing: take any number of object and even out their spacing; keeps the object at the farthest edge where they were.
Copy Transform: this copies the world position, rotation and size of any object and they can be applied to any other object.
Target Object Replacement: is the object you want to replace with. Select the object you want to replace, and hit replace button.
Lock Selected Object: will lock and unlock an object listed in the Hierarchy window. Locked item will have a [X] after their name.
fake_animated_GIF :this offsets UV of a textured poly to create a GIF animation effect
- Material File: Takes in the material file.
- Trigger Anim: trigger animation or set it to be off for the programmers to control.
- Loop Animation: loops animation if checked
- Reset Frame at the end of animation: yes/no
- Start Delay: sets animation starting delay.
- Frame per sec: sets up frame speed per section.
- Column Count: the number of columns of frames on the texture. Minimum number is 1.
- Row Count: the number of rows of animation frames on the texture. Minimum number is 1.
- Start Frame: 0 based animation frame set up. Sets animation starting frame
- End Frame: Sets animation end frame
objs_timer_manager : This gives an overall control of activating multiple objects at different time.
- The game object will have [Objs]and [Size] at the bottom of its inspector window.
- The [Objs] is just the name of a list of objects, no need to care about it.
- [Size] is the item count of how many objects will be in the list. Put the number of items you want in that list into the [Size] field would open up as many empty [Element (#)] as [Size] indicates.
- Each [Element (#)] contain a [Obj] field and [Delay] field. Drag the game objects into [Obj] fields, and set delay time for that object in the [Delay] field just below it. The [Delay] will be in seconds, and it works with decimal points.
- To add or delete element from [Objs] list, just change the [Size] number. Note, the list will add or delete elements from the bottom of the list, it does not delete elements in the middle of the list.
- Select any [Obj] field and hit Delete key will empty out the object set to that element. The element will still take up space, but it will not affect the result.
- The objects in the list does not have to be in sequence. The script will work regardless of the order of activity of the objects.
- HOWEVER, since the script is using the over all SetActive() commend, it will hide the object until the delay is finished and Object is set to active. This is to make sure it works with all game objects.
ShortcutKeys : this creates a list of hide and unhide a list of objects
- [ctrl + h] to hide,
- [ctrl + alt + h] to unhide.
- replace ctrl with Command for Mac.
- modified script to unhide items when save command is called to make sure anything has been reseted for saving file.
- Re-hide option will allow re-hide anything that was un-hidden, to allow continue editing.
- cl_s1_vfx_marquee_parttern_01 : sets up different patterns for the marquee lights. This calles objects with cl_s1_vfx_marquee_color attached.
- Row count : row count in the texture for the light
- Col count: columns count in the texture for the light
- Switch Delay: the time to wait before turning on the next light/change to the next set
- light Color: sets the color for the lights [this needs to be updated in code when there are more colors involved]
- -Pattern 3 Variable below-
- on and off allows for setting up a sequence of lights.
- step: the offset to the light sequence for the next cycle
cl_s1_vfx_marquee_color : change marquee light using uv map
vfx_bglit_multicolor : Change color of light and scroll UV at matching speed
- the default color on the light does not take effect
- Is Loop: effect loop around
- bg Geo: object/poly that needs the uv scroll
- move X Dir: y/n
- move Y Dir: y/n
- textureName : the texture name in the Shader! leave as is if its the default texture.
- vfx Light: the light need the color change
- light Items: a list of color to change to.
- size: the count of color sets, 0 to clear out list
- hold Current: hold on current color
- Color Trs: the speed of color change from this color to the next color in the list
- light color: set the color, the first one in the list will be used as default color of the light.
- light intensity: set current intensity, it cap at 8 regardless of the number typed in. -1 will set intensity to 0.5.
cl_vfx_totarget_burst : a better version of cl_vfx_totarget_funnel
- target: target object on screen
- triggertimer: time to wait before arching the particles toward target object
- Turntimer: time takes to turn the particle to face the target point
- vel Influence: the velocity influence on the particles (0~1)
cl_s2_vfx_ellips_motion : move game object along an ellipse path
cl_CameraFacingObj : make a object faces the camera at all times based on X, Y or Z
- drag the script onto the object that needs to face the camera, drag camera into the Target Camera box.
cl_vfx_levelup_line : This script controls the particle length, speed, and rendering style
cl_vfx_lightcolor : Change light color between the color of the light and the a different color from the color picker
- End_intensity is % by 8 so it can not be 8.
cl_vfx_lightswitch : control lights on and off with delayed offsets.
- this script loops the on off patterns the lights.
cl_vfx_rotate_obj : continued rotation of an object at an angle per sec
cl_vfx_totarget_funnel : part of funnel particle effect
- this works with a particle system that controls speed and end target location of the particles.
cl_vfx_transform_anim :this script controls rotation speed.
- this should eventually have position, and scaling offsets.
DiscoLight :this sets up a lights on and off patterns. This is very similar to cl_vfx_lightswitch.cs
cl_vfx_light_multicolor.cs :change color of a light over time
- the default color on the light does not take effect
- Is Loop: effect loop around
- Is ping pong: color change down the list then up from the bottom of the list
- light Objs: a list of color to change to.
- size: the count of color sets, 0 to clear out list
- delay: wait this many seconds before triggering effect
- duration: the speed of color change from this color to the next color in the list
- light color: set the color, the first one in the list will be used as default color of the light.
- light intensity: set current intensity, it cap at 8 regardless of the number typed in. -1 will set intensity to 0.5.
cl_s3_vfx_slash.cs : create 2D slash motion using gameobjects.
- vfx_slash : an array for the slash geo object,
- size: list how many item in the array
- anglez: the offset angle allow z axis
- travel distance: the distance between starting and ending point of the slash [ along X axis ]
- offset Y: vertical offset of the slash
- from Scale X: starting scale of slash geo [horizontal stretch effect].
- to scale X: largest scale of slash geo [horizontal stretch effect].
- from scale Y: starting scale of slash object model [ how wide the slash will be]
- to scale Y: largest width scale of slash object model [ how wide the slash will be]
- vfx duration: the time from start to finish of the total effect
- note: particle are attached under the slash_geos, this script will check to see of the particle had finished playing before ending.
- note 2: particle can not be looping, else the script will not end.