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@pixlab-games
Hand Painted Medieval Sword Â

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Pix-Labs, I have a question in regards to your splash screen tutorial. I know it has been almost a year since you posted it, but my question is, what would the difference be in declaring and calling the variables in JavaScript versus what you have written in the tutorial. I am trying to use your tutorial as a basis for one of my projects for class, but I can't seem to find a splash screen tutorial out there that uses JS. Any help will be appreciated, thank you very much. -Steven
Hey Steven,Â
Thanks for taking the time to get in touch, so sorry for only getting back to you now.Â
Declaring variables in JavaScript is a bit different as C# follows a strict OOP style, where JavaScript is a bit of a hybrid, however it is widely considered an event driven scripting language.Â
Unity uses JavaScript a little differently, and if you have a look at some Unity docs, you will most likely see them refer to it a Unity Script, as it more of an adaptation of JavaScript.
That being said (my 5 cents haha) it is still JavaScript, and that is what it will remain in its simplest form.Â
So let’s get into it. Here is an example of a C# variable:
public int level;Â
Now, in order to declare this same variable in Unity Script (JavaScript) you would do this:
public var level : int;
As you can see we keep the important ‘public’ reference as this alllows variables to be changed in the Unity editor.
Once this is done we start of with ‘var’ which shows we are creating a variable and not a function.
We then name our variable, and should we feel the need to we declare the type by appending a ‘:’ (colon) and then the type (int) followed by a semi color (;).
For the most part, it is not that complicated to rewrite a script to JavaScript (Unity Script). To help you out, I have added the JavaScript version here for you.
----------------------------------
#pragma strict
public var level:int;public var setTime:float;public var dimTime:float;public var zoomSpeed:float;
public var dimLight:Light;
var c:Camera;var timer:float;
function Start () {Â c = GetComponent(Camera);Â timer = 0.0f;}
function Update () { timer += Time.deltaTime; //Adds Time.deltaTime to timer each update c.fieldOfView -= zoomSpeed; //Zooms in Camera if (timer > dimTime && timer < setTime) {  dimLight.intensity -= zoomSpeed; //Dims Lights } else if (timer > setTime) {  Application.LoadLevel (level); //Loads Level at index }}
----------------------------------
(Note: This code may not be perfect :) )
I hope that helps, and should you require any further help, just shout! : )
If you ever need any quicker responses just comment on a video on my YouTube account or grab my Skype IDÂ
Always happy to help,
Dylan (PixLab Games)
I have no idea how I could have done something wrong, but when I put the C# script onto the Moon Plane, it doesn't show the distance or scale options. When I hit play the moon just stays right in front of the camera and rotates in a circle staying in the same position, not sure what I did wrong, any advice?
Hey there, I am so so sorry for only getting back to you now. I have been putting extra time into my YouTube channel. As such I missed this question.
Could I ask you to make sure you the moon placed as a sub element (child) of another game element? This will allow the distance to take affect as required?Â
Alternatively, maybe watch the video one more time and make sure you didn’t miss a step. If anything seems unclear in the video, please just send me a message and I will walk you through as best possible.Â
Thank you so much for your time, I really appreciate it. : )
New Videos Coming Sooon
Sorry for the lack of videos everyone. Recently got a new job as a plugin developer and it has been busy these last few weeks. I am off work at the moment and will be putting up something while I'm home, and then I will get back on track with tutorials Tuesdays Thanks for the support and understanding from the followers

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Tutorial: How to Create Low Poly Nature
While Steve Lund is offering his Low Poly Nature Asset Pack on the BlenderMarket, he is also teaching you how to create your own assets. That’s a great attitude Steve, thanks! Steve writes: Need Grass, Flowers, or Rocks for your next project? Then this tutorial is for you! Or if you don’t have time to […]
Continue reading on BlenderNation »
Looking through my older work - Sculpted this guy about 3 Years ago
Free moon resource texture for use in my adding a moon to your day night cycle tutorial

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First phase of quad tree implementation complete, world will be able to subdivide itself up to 8 times based on how close you are to a quadrant. Coming soon will be Large scale - Worlds will be around 100-500Km in rough radius - Hoping to get that up to a 1000km -- For now here is a rough size comparison to the old world generators - Sadly no deformation on the new one yet, still fixing some bugs on the quad tree renderer
Coming up in the next day or two
Our game on the front page of Reddit
https://www.reddit.com/r/gaming/comments/3cqhom/can_we_get_more_engineers_to_play_poly_bridge/
Pretty Cool

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Dev Log Continued - July 2015 - Quadtree Rendering
Just finished the first version of the quad tree rendering pipeline. System is very efficient, and intuitive. Next step will be rendering hills and valleys using the quad tree renderer
Dev Log - Quad Tree Implementation
July 2015 - Log #1 - So this week I start shifting focus towards implementing a quad tree rendering system - should increase the level of detail, and performance. Also as a side note, Perlin Noise will be removed from the new rendering system. Simplex is more efficient for planet heights.