May 262017
K Hi there, time for a new Unity tutorial.

Now you might remember my old image map tutorial, well I remade it in video for your viewing pleasure.

This is basically usuable for raycasting an object and get the color of the pixel on the texture you hit. This can be used to create a color picker or an image map, where you have a texture with different hot spots.


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May 022017

What do you do when you’re home sick? That’s right, you game jam. That’s at least what I just did during my spurts of energy between the ever closing prospect of death as I have the flu.

I decided two make a small two button arcade controller and a game to utilize that controller. I came up with a two player one button game.

So each player have their own button that they are in charge over. But together they most get the ball to reach as far as possible and as quickly as possible. There are three lanes, if no player pressed there button or if both players do, the ball moves down the middle lane. If only the first player pressed her button the ball moves down the left lane and if only the second player presses the button the ball moves down the right lane.

The level was quickly created with the help with the ProBuilder Unity Asset that makes it easy to create al from basic to advanced shapes directly into the scene.

You can test the game online here.

Or download it for Windows here.

If you want to learn how to make that game and understands Swedish keep an eye out at Kodarapan where I post my Swedish tutorials.


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Aug 312016

Hello my lovely Devs!

Tired of hearing (read as reading) future customers and other developers say (write) “Looks like it’s made in Unity”, well, be tired no more!

By writing your own custom Screen Space effects, your game will look like no other game ever conceived! I mean just look at Eco Tales, have you ever seen a cuter character than our very own Lech?

Skinning clothes


You may have guessed it! Today I’m kicking off a tutorial series on creating post effects inside of Unity using Shader Forge, if it becomes popular, I’ll continue. For now it’s just two introduction videos which should be able to set you off on your own adventures!

In part one we create the base of all screen space effects, the script needed on the camera to make the shader do it’s magic as well as a simple one color shader, just to see how simple it is to get into post process shaders inside of Shader Forge.

In part two we look at screen space UVs and manipulate these to create a simple distortion effect.

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Aug 112016


Doesn’t look like a lot has happened this week, although, allegedly making water look worse takes a very very long time.

J I have not managed to do too much this week, at least not on the game, but what has been done is quite cool, if I may say so myself!


Here is the shader to which I’ve added flow (vertex map) functionality, working side by side with the Digital Asset I created in Houdini, as you can clearly see here, the flow map is way too strong, that’s something I will have to managed next week.

I’ve also started working on a custom terrain tool for Eco Tales, that will suit our needs, everything will be built by hand but placed procedurally, in a way that will make sense to all of you readers once I start showing off the assets I have planed.

Suffice to say, there will be no measurements and strict asset height, widths and lengths to fit into a grid based system!


Ack, definitely going to have to send along some attributes to keep walls from being built upon water and similar surfaces!

Houdini… I can’t recommend it enough, can’t wait for the moment when time allows for a deep plunge into simulations of various fluids and destruction!

K Krister is working on his Hip-Hop career currently, this is a graph in Lech form predicting the buildup of his fandom.


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Aug 052016


For this week’s recap I had to take a selfie, as Jona didn’t have the time to take a picture of me, I think it turned out quite well, I’m much better at this than he ever was!

The fun is over, let’s see what the boys have been up to.

JBeing an avid KJ blog follower, you probably already saw this, but I created a short tutorial on getting pre-fractured animations from Houdini into Unity. If you didn’t see it, I don’t blame you, but do make sure you head over to that post, after reading this one.

Due to a family tragedy this post is rather late, but hey, better late than never, as some people I know are very keen on saying.

Let’s start off with what you’ll be able to do if you follow the above mentioned tutorial, pretty cool, isn’t it? Imagine doing that to a door or a chest your character’s been beating at for a while!


One of the main things I’ve been working on this week is a water shader for the game, and to help me in that endeavour I’ve used a custom Houdini asset which easily allows me to raise and lower water levels and create peaks of different heights.

With that said, it’ll work on any surface and the waves are fully customizable inside of the shader.


I have since creating that gif also added in a flowmap which is automatically generated based upon where islands are intersecting the water, it colours the verts and then smooths it into a plane which looks like this.


There’re a lot of other things I’d like to share as well, but that would make this post a bit too long and I’d rather have it more easily googleable than in just a “regular” Weekly Recap, so look forward to that mostly Houdini and shader centric post, soon… ish.

Joul-joul over and out!

K Boy oh boy did I have a bad week, completely overtaken by a cold bringing me to the brim of death. Even Mr Plešec almost felt sorry for me, almost…

3D printed Lech

3D printed Lech

What energy I did have went into doing these 16 hours 3d prints of Lech 3D printed Lech Plešec this time much larger than the first and just waiting for a paint job by me and Jona.

Well now when this cold is finally starting to change for the better we are beginning to finalize some parts of what we have so far to put together some early gameplay.

This week also marks the end of my vacation so back to work.







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Jul 272016

Hello fellow gamedev!

JAre you ready for a tutorial featuring Lech from Eco Tales?
Whatever the answer, here it is!

I’ve recently started to dabble into Houdini and to my surprise, there aren’t that many tutorials out there on using it for game development.

So, being totally in love with my own voice and an ex-teacher I figured, why not create some?

There are plenty of getting started tutorials out there so the ones I’ll be recording will mostly be around whatever I fund useful in my daily Unity and Unreal work.

First up is a short video on getting pre-fractured rigid body animations into Unity, check it out!

I accidentally cut out the FBX-export from that video, so here’s a Quick Tip on how to do that.

Using attributes doesn’t work with FBX-files, so in this video we look at how we add working material slots to the fractured mesh.

Here’s the link to the Houdini Gamedev Tools.

There is an outdated version on getting one into Unreal which I might create a new version of soon, unless the original author does, so make sure to subscribe to my youtube channel and write a comment if you find the thought alluring!

Tjipp och Hej as we say in Sweden

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Eco Tales : Weekly Recap 21

 Eco Tales, Games  Comments Off on Eco Tales : Weekly Recap 21
Jun 222016


Paint me like one of your French girls, is not something I’ve ever said, however, Krister did it without my asking and now I exist outside of screen space.

Speaking of France, the lazy bum Jona spent his entire week there! Luckily, due to the SAS strike he had all of Monday to work on proceduralism and enemy lore.


J Monday was my only full working day, from Tuesday I was on vay-cay, but I did find some time to study Houdini and got a lot of reference images for plants in Monaco!

Old image, new soon

Seen in the image above is a set of two procedural entities made in Houdini, let’s break them down! Here starts technical mumbo-jumbo, for art, check Kristers post!?


Above you can see a basic Terrain, which inside of Unity is nothing more than a plane which can be edited in real-time using the sliders seen on the right.

While this is currently only around to test the wall system, it does bring some pretty cool and unique features, as you can clearly tell, the entire terrain is not built up by sets of quads, why and how is this?


The answer then, less triangles is better for performance, and by configuring Houdini’s inbuilt optimization algorithm to force the outline of the terrain to stay true to the original and to remove less mesh density where changes in elevation on the terrain are greater, we get a very optimised terrain!


Now ponder this, in the above image I’ve created a small terrain and drawn out a Houdini curve to create a set of walls which are (almost) exactly as wide and deep as the terrain. Imagine if instead we take the bounding box of the wall and auto-generate a terrain of the correct size and with an optimization level based upon its area as well as the difference between its highest and lowest point!


Math, as you can tell isn’t really my main area of expertise but above are my thoughts on how to procedurally generate a room based terrain, let’s take a walk through the notes together!

The first line is Terrain Size = the length of wall bounding box axis x * the length of wall bounding box axis y, in this case Y is depth, I’m an avid 3ds Max user!

The second and third line are Terrain Density x/y = wall bounding box x/y * global division frequency * terrain type frequency, these lines decide how densely packed the quads we start out with are.

Finally, the fourth line decides how much we optimize the terrain clamped between 0 and 100 [percent] (where 100 is keep all quads and 0 is remove all definition except for border edges), starting from 50 we take the absolute value of the terrain bounding box z length multiplied arbitrarily by 10, we then add or subtract based on terrain type optimization.

I’ll come back in a week or so to tell you about my results!


On to the wall, based upon the curve outlined in the image above, a wall is generated, in each corner we place a corner piece and then, based upon a specified distance, we place additional columns, in the future, a lot of different objects will be randomly spawned here.

Currently the wall along with the corner points are put onto the wall and moved to the terrain, based upon the wall segment amount, we can make the wall more or less able to follow the curve of the terrain.

You can also see the hideous colors, these are simply areas of different vertex colors, next week we’ll take a look at how these look with a custom vertex blend shader.

K Hi there, hope you are as happy as me as I sit here first week of vacation.

Last week I had some real fun working on or should I rather say next to Eco Tales as my work was not exactly on the game itself. We have finally been able to do our first 3d print of Lech, now it is a quick test print and a quick paint job on it and as you can se it has its faults.

The print is roughly 5.5 cm (2.16 inches) tall so it’s quite small and that might have brought it shares of the issues with he print.

I snapped the tiny hands right off while removing the support beams as they were really fragile, it also broke free between the layers at the hips and at the middle of the feet so we need to study how to make stronger layers to keep this from happening. Spending more time on it I might sand the rough parts down a bit but maybe we can get a cleaner print as well learning more as we go.

Anyways, after gluing it all back together I applied a quick undercoat of primer and after that dried a few layers of flesh base coat from Vallejo and then adding the few details like eyes, brows and lips.

As you all know Lech is a hard working man, don’t mind getting his hands dirty and as you can see that is exactly what he did, after hours of cleaning the shop naked (as you can see, because let’s be honest, who in their right mind does anything fully clothed), he was ready for a nice hot bath.

First test print of Lech

First test print of Lech










That is it for me, time to put on some pants and head out into the morning sun for a nice run and come back to some coding with a fresh mind, see you in a week.