Monday, October 31, 2016

BSA228, splash screens, 31 October and 1 November, 2016

minimum requirements,
splash screen with start game and quit buttons
splash  screen should be separate from level one

in Unity, open new scene and save as start
drag and drop it so they're in exact order as game should be played in build settings
3 layers on every seen
U- user
UI-user interface
game
Game Object to UI to canvas, which is like a  photoshop file
UI components can be added directly into canvas through add component bar- anything in a website is available.
problems with going straight into canvas: ex: typing into text box means it won't move separately from the canvas, we can only rely on paragraph alignment tools.
instead,
game object- UI- text which makes the text it's own object and it can move independently from the canvas.  if the text gets bigger than it's box, it will disappear.  change box size in rect transform, which is where you can also move the text around in the game.
if you don't want ARial as the font, you need to put the font in the build.  go into photoshop and figure out what font you've used
create folder in assets for fonts
embed them in the game by saving them into the font folder
in C drive, under windows, go into fonts folder if you want to use fonts from your computer.
Can also download fonts from fonts.com
hit overflow if you don't care about box size.
buttons do care about overflow, so size up box instead of selecting overflow options
game object- button
automatically says button but that can be changed
button and text can be moved separately

remove white button after sorting out the layout by hitting alpha? bar under color in inspector
keep space between the buttons so game doesn't get confused

Bring in background picture by
create folder in assets called UI elements to bring in picture (without fonts)
save as PNG
in inspector, can choose sprite 2D and UI for more options
change image size from 100 by 100 to whatever the size was in Photoshop

Ipads are:
4:3
One of the selling points for the iPad is its use as an e-book reader, using Apple's iBooks software, and Jason Snell sees the iPad as a great device for displaying comics, saying, “the iPad's 1024-by-768-pixel display, while in the unfashionable 4:3aspect ratio, is just about the right shape for a comic-book page.”Feb 1, 2010
My game font is Century Gothic Bold in 72


1st November
Ipad aspect ratio isn't important at this stage, so I went back into photoshop and resized it to fit the canvas in Unity. Rachel showed me

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