![Preview Image](/assets/img/covers/the-art-of-making-dumb-tools.png)
The Art of Making Dumb Tools
This short post mentions the word dumb exactly 22 times. For those who know me, already know that I love to experiment with things no matter how dumb they are (see Well of Ideas post). Dumb tool...
This short post mentions the word dumb exactly 22 times. For those who know me, already know that I love to experiment with things no matter how dumb they are (see Well of Ideas post). Dumb tool...
Some times when we are working on a game we stumble upon the option to release a demo. Usually we don’t want to export all the game assets inside the demo build, but Unity doesn’t give you the opti...
During this past few days I’ve been working with a very tiny Game Jam entry, Roses, a game about making Catalan flourish. The game was made for the Sant Jordi Jam 2024, under the theme “LLEGENDA &...
When I started using Unity’s New Input System, I only saw how much they had overcomplicated the way input had to be implemented. The fact that I had to create an input action asset, create some act...
There’s a concept I like to call experimental games. These games are the ones that aren’t meant to be published with the goal to become the next big hit, but rather they are a way to express the jo...
Hace unos meses, estuve pasando por una etapa bastante mala donde mi estrés se fue por las nubes y mi moral por los suelos. Llevaba varias semanas soportando una alta carga de trabajo y llegó un pu...
Today, I’ve been working to add a subtle texture to any 2D Light present in the scene. This could be accomplished in two completely different ways, one would be using 2D Sprite Lights, using one sp...
Creating a game with a large background can cause some large messes like this one: A huge background that was made out of dozens of images. But after some workaround, I ended up discovering that...
Today, I’ve developed another basic tool that could be useful to someone else. It is called the Cinemachine Scaler, an extension that changes the orthographic size to avoid hiding important sprites...
I am developing a game, and recently it required to have silhouettes for when the player is behind an obstacle. To my surprise, I found no tutorials covering this at all. Even though there exist so...