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I painted up a few dirt decals in Photoshop just to give the walls a bit of variation. The have a high opacity and look like dirt. Because of this I won't post them here. I will post the graffiti decals I did, because I think they turned out pretty rad. These are demos, the in game images have an alpha and lots of opacity.
Click them for full size images.
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multiDimensionalArr.SortBy( 2 ,);
Maybe I haven't been getting enough sleep, but I haven't been able to figure it out. The Unity3D api script reference doesn't seem to have anything helpful and the stuff on the mdsn Visual Studio site doesn't work in Unity. This is just something I'll just have to figure out and I'll probably feel dumb when I do.
While I overcome this bout of poo-brain, I've put in a simpler high-score system using an array which holds names, and an array that holds scores. I wrote an insertion sort function which orders the scores from largest to smallest and moves the names around to match. I just need to start using playerprefs to save scores to the registry and the highscore system will be done.
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The latest development is we realized that our game is hella unoptimized and barely runs on the iPad. Which isn't really surprising considering that none of us have put much thought into optimization or know much about it. Another student passed by and pointed out my draw calls. It's recommended that you have 20 draw calls for an iPad game... we had 80. So that's something we need to look at.
Francis Out.