This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

johnstejskal

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So far johnstejskal has created 73 blog entries.

Understanding Class Inheritance In Unity3D

By | August 1st, 2014|Categories: Game Development, Unity3D|

Inheritance is an Object Oriented Programming concept (OOP) used to access and reuse the properties or methods of one class from another. The class being inherited from is known as the 'base' class, where the one inheriting from the base class is known as the 'derived' class. Let's think of it like this: John (derived class), is [...]

Managing 2D animation states in Unity3D : Part 1 – Creating animations from Sprite Sheets

By | July 13th, 2014|Categories: Game Development, Unity3D|

In this tutorial I will be explaining how to manage 2D animation states for characters in Unity3D using the new 2D tools that shipped with version 4.3. This process will include importing and slicing a Sprite Sheet (Ken from Street Fighter), assigning animation states with the new animation controller, and scripting simple keyboard controls to change [...]

Farewell Mochi Media, You were a good friend.

By | April 1st, 2014|Categories: Game Development|

  Hours out from the Mochi website closure, I started feeling nostalgic and a little sad.  I began reflecting on what Mochi meant to me, and the impact it had on my career. I reminisced back to 2005 when I was first introduced to Flash.  It was a great discovery for me at the time, and [...]

3D programming in HTML5 using three.js Canvas and WebGL – PART 1 creating a rotating cube

By | January 2nd, 2014|Categories: Game Development, JavaScript, Uncategorized|

I have decided to start the new year by taking a closer look at 3D programming for the web via Canvas and WebGL. For those that don’t know, I am trained as a 3D modeler and animator, although I turned from those paths to focus on development. I now feel accomplished enough as a developer to turn [...]

Unity3D: How to make a 2D GUI HUD interface to display score/lives

By | September 8th, 2013|Categories: Game Development, Unity3D|

Unity3D allows developers to create 2D and 3D interfaces. In this tutorial I will be explaining how to set up a simple GUI (graphical user interface) or HUD (heads up display), which shows the lives/score of a player. There are currently several 3rd party UI building solutions for Unity, such as Autodesk’s ScaleForm or UniSWF. Both [...]

How to setup Admob ads for Android and Google Play – with Adobe AIR

By | August 25th, 2013|Categories: Game Development|

I recently started serving Admob ads for a new mobile game I’m working on. The complexity while be be influenced by the the NativeExtension used. In my case I used the extension from Milkman games, I highly recommend their Native Extensions – and though not free, they are reasonably priced, well documented, and provide updates and [...]

Unity3D: Understanding auto execute events (JavaScript/UnityScript)

By | August 4th, 2013|Categories: Game Development, Uncategorized, Unity3D|

Here I will be listing some of the important auto execute events used in Unity3D: Start() Start is called just before any of the Update methods is called the first time. Start is only called once in the lifetime of the behaviour. The difference between Awake and Start is that Start is only called if the [...]

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