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Local animations with mecanim
  • April 23, 2015

Local animations with mecanim

While playing around with simple animating in unity5 i discovered i needed to have a local animation. One that does not manipulate the objects position in the world space. Before Unity5 this could be achieved by adding an empty GameObject as a parent to the one that is going to be animated, and that would […]

Stopcoroutine not working
  • March 20, 2015

StopCoroutine not working

After playing around with StartCoroutine  to spawn different kind of game objects i had some trouble using StopCoroutine to halt the spawning. My first try was to use StopCoroutine right away, the same way that StartCoroutine is used: using UnityEngine; using System.Collections; public class EnvironmentSpawner : MonoBehaviour { public GameObject LargeCloud; void Start() { StartCoroutine(SpawnLargeClouds()); } […]

New obstacle models
  • March 16, 2015

New obstacle models

Last week Blender was the main focus, and it was time to model some more obstacles for the game that is currently being worked on. This screenshot is a render of the them, and this week they will be added to the unity project, and coded as obstacles to be avoided by the rocket.   Since […]

Alpha testing on Google Play
  • March 6, 2015

Alpha testing on Google Play

So it’s time for the first input from other players. Google Play has tools that will help us with this. This is how Honkbark studios tests Friendsheep. 1. Log in to the developer console and click on All applications and Add new application. 2.  Select a Default Lanuage, a name and click Upload APK. 3. Now it’s […]