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        <title>Development - Categories - RustyCruise Labs</title>
        <link>https://rustycruiselabs.github.io/categories/development/</link>
        <description>Development - Categories - RustyCruise Labs</description>
        <generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Sun, 20 Jul 2025 00:00:00 &#43;0000</lastBuildDate><atom:link href="https://rustycruiselabs.github.io/categories/development/" rel="self" type="application/rss+xml" /><item>
    <title>Devlog #10 - Adding App Previews for App Store Product Page</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-07-20-creating-app-video-previews-ios/</link>
    <pubDate>Sun, 20 Jul 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-07-20-creating-app-video-previews-ios/</guid>
    <description><![CDATA[<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><blockquote>
  <p>Note: This is my personal reference for setting up the product page on the Apple App Store.</p>

</blockquote><p>You don’t need to create a new app version just to update your screenshots — doing so would require a new build number. Instead, Apple provides Custom Product Pages, which let you customize your product page without submitting a new build.</p>
<h2 id="creating-screenshots--app-previews" class="headerLink">
    <a href="#creating-screenshots--app-previews" class="header-mark"></a>Creating Screenshots / App Previews</h2><p>The App Store is quite strict about screenshot and video dimensions. Here are some ways to generate them correctly:</p>]]></description>
</item><item>
    <title>Devlog #9 - Mobile Game Monetization</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-06-28-mobile-game_monetization/</link>
    <pubDate>Sat, 28 Jun 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-06-28-mobile-game_monetization/</guid>
    <description><![CDATA[<figure><a class="lightgallery" href="/devlogs/generic/2025-06-28-mobile-game_monetization/images/header.png" title="" data-thumbnail="/devlogs/generic/2025-06-28-mobile-game_monetization/images/header.png" data-sub-html="<h2>Generated by Chat GPT</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2025-06-28-mobile-game_monetization/images/header.png    height="768" width="1344"></a><figcaption class="image-caption">Generated by Chat GPT</figcaption>
    </figure>
<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>As much as we love making games, we still need to sustain ourselves. That’s why monetization is a crucial part of our development process — it allows us to keep creating while making our games accessible to players.</p>
<p>For mobile games, we’re currently experimenting with a <strong>freemium model</strong>, combining <strong>advertisements (Ads)</strong> and <strong>in-app purchases (IAPs)</strong> as our primary monetization strategies.</p>]]></description>
</item><item>
    <title>Devlog #8 - Screenshot Tool for Unity</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-05-13-unity-screenshot-tool/</link>
    <pubDate>Tue, 13 May 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-05-13-unity-screenshot-tool/</guid>
    <description><![CDATA[<figure><a class="lightgallery" href="/devlogs/generic/2025-05-13-unity-screenshot-tool/images/screenshot.png" title="" data-thumbnail="/devlogs/generic/2025-05-13-unity-screenshot-tool/images/screenshot.png" data-sub-html="<h2>Screenshot Tool Window</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2025-05-13-unity-screenshot-tool/images/screenshot.png    height="237" width="827"></a><figcaption class="image-caption">Screenshot Tool Window</figcaption>
    </figure>
<h2 id="implementation" class="headerLink">
    <a href="#implementation" class="header-mark"></a>Implementation</h2><p>Here&rsquo;s a simple script you can add to your Unity projects to take screenshots.</p>
<ol>
<li>
<p>Create a <code>C#</code> file <code>Assets/Editor/CaptureScreenshotWindow.cs</code> and paste the following code:</p>
<div class="code-block highlight is-closed show-line-numbers  tw-group tw-my-2">
  <div class="
    code-block-title 
    
    tw-flex 
    tw-flex-row 
    tw-justify-between 
    tw-w-full tw-bg-bgColor-secondary
    ">      
    <button 
      class="
        tw-select-none 
        tw-mx-2 
        tw-block
        group-[.is-open]:tw-rotate-90
        tw-transition-[transform] 
        tw-duration-500 
        tw-ease-in-out
        print:!tw-hidden"
      disabled
      aria-hidden="true"><svg class="icon"
    xmlns="http://www.w3.org/2000/svg" viewBox="0 0 320 512"><!-- Font Awesome Free 5.15.4 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License) --><path d="M285.476 272.971L91.132 467.314c-9.373 9.373-24.569 9.373-33.941 0l-22.667-22.667c-9.357-9.357-9.375-24.522-.04-33.901L188.505 256 34.484 101.255c-9.335-9.379-9.317-24.544.04-33.901l22.667-22.667c9.373-9.373 24.569-9.373 33.941 0L285.475 239.03c9.373 9.372 9.373 24.568.001 33.941z"/></svg></button>

    <div class="code-block-title-bar tw-w-full">
      <p class="tw-select-none !tw-my-1">c#</p>]]></description>
</item><item>
    <title>Devlog #7 - Safe Area for UI Canvas in Unity</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-01-11-unity-safe-area/</link>
    <pubDate>Sat, 11 Jan 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-01-11-unity-safe-area/</guid>
    <description><![CDATA[<figure><a class="lightgallery" href="/devlogs/generic/2025-01-11-unity-safe-area/images/overview.png" title="" data-thumbnail="/devlogs/generic/2025-01-11-unity-safe-area/images/overview.png" data-sub-html="<h2>UI Elements are blocked by Front Camera</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2025-01-11-unity-safe-area/images/overview.png    height="335" width="1012"></a><figcaption class="image-caption">UI Elements are blocked by Front Camera</figcaption>
    </figure>
<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>Some phone models have the front camera that cover the screen. And if we render our UI elements at the top of the screen. Sometimes, it will be blocked by the front camera. One of the terms I learnt today was &ldquo;<strong>Safe Area</strong>&rdquo;, which is a guaranteed area for the UI elements to display properly. Every device have its own safe area, so here&rsquo;s a quick guide on how to implement the fix in Unity.</p>]]></description>
</item><item>
    <title>Devlog #6 - Creating Splash Screen</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-12-31-splash-screen/</link>
    <pubDate>Tue, 31 Dec 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-12-31-splash-screen/</guid>
    <description><![CDATA[<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>I am almost done with development for Rolling Mind and it&rsquo;s time to create a Splash Screen for my game&rsquo;s branding! It is kind of unexpected that there are so many things that have to be done to polish a game before releasing. One of it is creating a splash screen. Personally, I think splash screen is an important part of our game, as it gives our game an identity, where players would want to come back to for more, hopefully&hellip;?</p>]]></description>
</item><item>
    <title>Devlog #5 - How to create Ring Texture With Outer Glow using Krita</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/</link>
    <pubDate>Sat, 30 Nov 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/</guid>
    <description><![CDATA[<h2 id="getting-started" class="headerLink">
    <a href="#getting-started" class="header-mark"></a>Getting Started</h2><p>To create a ring with outer glow in Krita, these are the steps</p>
<h3 id="1-create-a-new-document" class="headerLink">
    <a href="#1-create-a-new-document" class="header-mark"></a>1 Create a new document</h3><p>The document should have the following settings</p>
<ul>
<li>Width: 1024px</li>
<li>Height: 1024px</li>
<li>Resolution: 75pxi</li>
<li>Background Canvas: Black</li>
</ul>
<h3 id="2-create-new-vector-layer" class="headerLink">
    <a href="#2-create-new-vector-layer" class="header-mark"></a>2 Create New Vector Layer</h3><a class="lightgallery" href="/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/images/new_vector_layer.png" title="" data-thumbnail="/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/images/new_vector_layer.png"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/images/new_vector_layer.png    height="360" width="360"></a>
<ul>
<li>Under the layer settings, create a new vector layer</li>
</ul>
<h3 id="3-draw-a-circle-on-the-vector-layer" class="headerLink">
    <a href="#3-draw-a-circle-on-the-vector-layer" class="header-mark"></a>3 Draw a Circle on the Vector Layer</h3><a class="lightgallery" href="/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/images/draw_circle.png" title="" data-thumbnail="/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/images/draw_circle.png"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2024-11-30-krita-creating-ring-with-outer-glow/images/draw_circle.png    height="485" width="577"></a>
<ul>
<li>Select the Ellipse Tool</li>
<li>Select White Color</li>
<li>Select Brush Size of 15px</li>
<li>Draw the circle (click + Shift + click)</li>
<li>Press <strong>Ctrl + T</strong> and click on the circle to move/resize it</li>
</ul>
<h3 id="4-center-the-circle" class="headerLink">
    <a href="#4-center-the-circle" class="header-mark"></a>4 Center the Circle</h3><p>Start by creating the guides for the background canvas as shown below.</p>]]></description>
</item><item>
    <title>Devlog #4 - Buying Bunch of Assets</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-11-25-buying-unity-assets/</link>
    <pubDate>Mon, 25 Nov 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-11-25-buying-unity-assets/</guid>
    <description><![CDATA[<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>It&rsquo;s Black Friday! and there was lots of sales going on the Unity Asset store. There were flash deals where assets were sold at a discounted price of 70% and many of the highly recommended assets were 50% off. I was weighing between the price of the assets &amp; the time saving I would have when developing games, and decided to splurge abit this round.</p>
<p>One of the unexpected things I found was the <strong>Humble Bundle</strong> where you can get a bunch of assets at a pretty great deal.</p>]]></description>
</item><item>
    <title>Devlog #3 - Creating Wrap Around Textures for VFX in Krita</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-11-10-krita-creating-wrap-around-textures-for-vfx/</link>
    <pubDate>Sun, 10 Nov 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-11-10-krita-creating-wrap-around-textures-for-vfx/</guid>
    <description><![CDATA[<h2 id="intro" class="headerLink">
    <a href="#intro" class="header-mark"></a>Intro</h2><p>Quick Refresher on how to create wrap around textures in Krita like the one below.</p>
<h2 id="getting-started" class="headerLink">
    <a href="#getting-started" class="header-mark"></a>Getting Started</h2><h3 id="step-1-create-a-new-document" class="headerLink">
    <a href="#step-1-create-a-new-document" class="header-mark"></a>Step 1: Create a New Document</h3><figure><a class="lightgallery" href="/devlogs/generic/2024-11-10-krita-creating-wrap-around-textures-for-vfx/images/create-new-document.png" title="" data-thumbnail="/devlogs/generic/2024-11-10-krita-creating-wrap-around-textures-for-vfx/images/create-new-document.png" data-sub-html="<h2>Krita - New Document</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2024-11-10-krita-creating-wrap-around-textures-for-vfx/images/create-new-document.png    height="284" width="565"></a><figcaption class="image-caption">Krita - New Document</figcaption>
    </figure>
<p>Start by creating a new document (width = 1024px, height = 1024px, resolution = 75 pxi). After creating the document, ensure that you have 2 layers (1 black background layer and 1 paint layer) as shown in diagram below.</p>]]></description>
</item><item>
    <title>Devlog #2 - How to create a Smoke Cloud for VFX using Blender</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-10-31-blender-smoke-cloud/</link>
    <pubDate>Thu, 31 Oct 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-10-31-blender-smoke-cloud/</guid>
    <description><![CDATA[<p><img class="tw-inline" loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2024-10-31-blender-smoke-cloud/images/smokecloud.png   alt="Smoke Cloud" height="420" width="667"></p>
<p>Note: This is written with the assumption that you are somewhat familiar with Blender</p>
<h2 id="modeling" class="headerLink">
    <a href="#modeling" class="header-mark"></a>Modeling</h2><p>In Modeling Window, create the smoke cloud with the following steps:</p>
<ol>
<li>use <strong>Shift A</strong> &ndash;&gt; create a Ico sphere &ndash;&gt; <strong>set the subdivisions to 1</strong></li>
<li>Add a <strong>subdivision modifier</strong> to the Ico sphere to make it rounder</li>
<li><strong>Shift + D</strong> to duplicate the ico sphere to create a cloud shape by moving the shapes around with <strong>G</strong></li>
<li>Once you have the shape you want, select all the ico spheres, and <strong>Ctrl + J</strong> to join the mesh together
<ul>
<li>rename the object to <strong>SmokeSphere</strong></li>
<li><em>Note: if you want to edit, go to Edit Mode, and with vertex select mode, click on a vertex and press <strong>L</strong> and then <strong>G</strong> to move the object, to adjust the shape to your liking</em></li>
</ul>
</li>
<li>Add a <strong>remesh modifier</strong> to smooth the shape
<ul>
<li>Use <strong>Voxel</strong></li>
<li>Voxel Size = <strong>0.2</strong></li>
<li>Adaptivity = <strong>0</strong></li>
</ul>
</li>
<li>Apply the modifiers in order &ndash;&gt; <strong>subdivision</strong> &ndash;&gt; <strong>remesh</strong> so that we can edit the UVs</li>
<li>In Object mode, select the object and <strong>Ctrl + A</strong> to apply all the transform</li>
</ol>
<h2 id="uv-map" class="headerLink">
    <a href="#uv-map" class="header-mark"></a>UV Map</h2><p>In UV Editing Window, create the uv map with the following steps:</p>]]></description>
</item><item>
    <title>Devlog #1 - Exporting FBX from Blender to Unity</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-10-19-blender-to-unity-settings/</link>
    <pubDate>Sat, 19 Oct 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-10-19-blender-to-unity-settings/</guid>
    <description><![CDATA[<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>Here&rsquo;s a quick guide on how to export FBX from Blender to Unity. You can also refer to these videos that I referenced.</p>
<ul>
<li><a href="https://www.youtube.com/watch?v=GjcJzGrxTME&amp;list=PLXDXMAbuMcuVQ8IdhxhT0O0T8mALVD25R" target="_blank" rel="noopener noreferrer">Polyfable - Blender to Unity with Correct Axis | Tutorial</a></li>
<li><a href="https://www.youtube.com/watch?v=vrN9duEoA6g&amp;list=PLXDXMAbuMcuVQ8IdhxhT0O0T8mALVD25R" target="_blank" rel="noopener noreferrer">Imphenzia - Rigify to Unity Tutorial - How to Export a Rigify Character and Import it into Unity</a></li>
</ul>
<h2 id="getting-started" class="headerLink">
    <a href="#getting-started" class="header-mark"></a>Getting Started</h2><p>Assuming that you have already rig and animated your character, follow the steps below to export your character as FBX.</p>]]></description>
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