Differences Between Japanese and US Arcade Controls.

A whole week can’t contain all the Wall Candy goodness! Here in this overflow post I take a look at some of the hardware that made it all possible. Tips and tricks abound, you’ll also learn about the differences between East and West arcade cabinets in this video. If you’d like to support this blog

Freebie Fridays! Recalbox MAME Frontend.

My MAME cabinet uses Recalbox. It’s lacking in certain areas but possesses one killer feature that makes it ideal for the Wall Candy Cab: native support for Raspberry Pi 2’s GPIO pins! Typically you’d have to use an I-PAC or some such similar hardware controller in order to interface an arcade stick with a computer

Throwback Thursdays! Capcom Mini-Cute!

Here’s the inspiration for the Wall Candy Cab: the Capcom Mini-Cute! I bought this years ago and still haven’t finished its restoration. While it certainly has the mod contours it is only slightly less obtrusive than Western arcade cabinets. It’s also about 3x as heavy given that it’s made of steel. Steel is a lot

Wall Candy! Real-time development retrospective.

In yesterday’s post I described the 9 step process by which I created the Wall Candy MAME arcade cabinet. It is only an 9 step process in retrospect however. It was originally far lengthier, requiring engineering, exasperation, experimentation: in short, iteration. In this post I’m linking to its development blog, a thread in the arcadecontrols.com

Self-Promotion Saturdays! No-Code Video Game Development using Unity and Playmaker

Most of you know the blog from the course. If you somehow found the blog first, let me tell you about the video course (soon to be a book, in stores June 10th)! No-code Video Game Development with Unity3d and Playmaker teaches you how to create a modest FPS horror-survival video game without ever having

Freebie Fridays! Free Texture Atlasing Tools for 3ds Max, Maya, Blender, even Unity!

A brief Freebie Friday linking you to Texture Atlasing tools! In a previous post we discussed why texture atlasing is important and in yet another post, how to go about it. We mentioned that texture atlasing can be accomplished for free outside of Unity. Here are those tools! 3Ds Max: Texture Atlas Generator: http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator Maya:

Developer Blog – Texture Atlasing.

As described previously, if we combine textures that share shaders we can reduce the number of materials. If we reduce the number of materials, we increase the number of meshes eligible for Static Batching . More Batching means less set pass calls. Less set pass calls means greater performance. So, according to the law of