Subway Project

Hey guys! Long time no post πŸ˜‰

Here’s a portfolio project I’ve been working on. stretching into the art realm a bit more than usual (I usually do a lot more coding)
It’s set in a totalitarian regime subway. I’ll let you can guess what the flag was influenced by…

Made in Blender3D, textures via Texturer and CGTextures, put together in Unity.

Webplayer Link


Unity Spaceship Tutorial

So, say I was just starting out in Unity, and I wanted to make a space game. The first thing I want to program? the ship! The problem? I can’t program to save my life! (this is not me by the way, just a hypothetical situation ;)) So, if this is you, or maybe even if it’s not, read on!

ShipController(Realistic).js, a script I made with the purpose of controlling spaceships in mind. Note: you may use this free for commercial and non-commercial applications, however, please do not sell this in a package or by itself on the asset store or other publishing services without my consent.

Ok, the script can be found below. So how do you use it? Set up unity as such:

your spaceship, z facing forward, y up and x to the right. Add a rigid-body component. Attach this script.

What do all the variables mean? turnspeed: the rate of roll, pitch and yaw (more on that later). speed: self-explanitory. trueSpeed: the current coefficient for speed. strafeSpeed: the strafing rate. Ok, so, here’s how it works: pressing your power buttons turns up and down your trueSpeed value, it then adds force based on this value using speed as a multiplier. pressing your strafe axes causes the ship to go along the x or y axis. your other buttons add torque corresponding to roll, pitch (up and down) and yaw (left and right). pressing backspace automatically sets trueSpeed to 0 (useful for stopping).

So, how do you set up your axes?

First, go into Project Settings –> Input, then name some axes accordingly

Yaw, Pitch, Roll, Power, and Horizontal and Vertical for strafing. you can expand the amount of axes using size. Mine is set to 21. I recommend setting up the actual keys like this (Note, strafe is supposed to be w, a, s and d, do not be confused by the fact that it’s only pointing to d):














So now you are on your way to making a great space game! Tweak the values (note: you may need to try some very high values to get it to work), test the game, and if you come up with anything cool, please leave me a comment!

var turnspeed = 5.0;
var speed = 5.0;
private var trueSpeed = 0.0;
var strafeSpeed = 5.0;

function Update () {

	var roll = Input.GetAxis("Roll");
	var pitch = Input.GetAxis("Pitch");
	var yaw = Input.GetAxis("Yaw");
	var strafe = Vector3(Input.GetAxis("Horizontal")*strafeSpeed*Time.deltaTime, Input.GetAxis("Vertical")*strafeSpeed*Time.deltaTime, 0);

	var power = Input.GetAxis("Power");

	//Truespeed controls

	if (trueSpeed < 10 && trueSpeed > -3){
	trueSpeed += power;
	if (trueSpeed > 10){
	trueSpeed = 9.99;	
	if (trueSpeed < -3){
	trueSpeed = -2.99;	
	if (Input.GetKey("backspace")){
		trueSpeed = 0;

	rigidbody.AddRelativeTorque(pitch*turnspeed*Time.deltaTime, yaw*turnspeed*Time.deltaTime, roll*turnspeed*Time.deltaTime);

Another preview of my work…

Here’s another preview of my work, showing some spaceships I have made. Due to their low polygonal nature, they are great for games! If I could, I would post the files for you guys, but I don’t have a nifty sharing host… Oh, and by the way, if any of you know great file hosting places for me, please, please mention them in the comments! πŸ™‚ Anyway, back on topic! so here are pictures of my work, please tell me what you think!











“Tadpole”, named that because, well, it kinda looks like one! πŸ˜›










“Wasp”, slightly more bulky than the Tadpole, and not as fast, but more powerful.

Oh, and sorry about the metrics. Not that I’m a metric guy, that’s just what the ruler happened to be in… Also, you may notice the fun shadows under the ships. If you wanna know how I did it…

Bonus! Tutorial: Blob shadows

For those of us too cheap to buy Unity Pro, there is a tactic called Blob Shadows. Basically, it is an image projected onto the ground, if you want a basic one import the Unity package “Projectors” into your project. In this case I used flat planes. So, let’s go!

1. hit the y axis on the gizmo in the top right of your unity screen (numpad 7 in blender)

2. Go into your favorite image editing program, cut out the background so you have a transparent image of your desired object. (if your background is one solid color, you may want to use your ‘wand’)

3. Change it black by turning down the brightness, or circling the area and filling it in.

4. Apply a blur to the object (I recommend Gaussian Blur) and save your image.

5. In your program create a plane under your object and Β apply the texture, rotating as needed. If you’re using Unity for this, you might want to use Particles > Multiply or Transparent > Diffuse. If you are in blender, make a new material, turn on both shadeless and z transparency, setting the alpha value to 0. Then create new texture (image or movie) open your image, and check the ‘alpha’ value under influence.

I hope you enjoyed this post, and the bonus tutorial! Thanks for reading! And, as always, I love to hear what you think!

-Stopsecret Design

P.S: There may be another video tutorial in your near future…..

Boom Inc.!!! (a.k.a: the blurry photo, continued)

Ok, so here’s the explanation to the post awhile back (The Blurry Photo). It turns out, it is actually Β game I have been working on that has been taking awhile. The real photo actually looks like this:

Clearer picture
Clearer picture








Here is the premise of the game, with some more photos,

Name: Boom inc.

Basic idea: you are in a world with a machine that creates track sections in front of you. Also, to make things even worse, after a certain period of time, the track behind you commences exploding, causing you to fall off if you lag back. Your car is also equipped with nitrous tanks, which can be refilled along the way as ‘pickups’. The different track sections include jumps, obstacles, cages, narrow bridges, and more! It starts at daytime (as seen above) and goes through the night, in which the track creating machine has a… well, I’ll leave that as a surprise πŸ˜‰ I will try to get you guys a trailer soon. The driver has gone through three revisions so far, one of them including Justin Beiber :p anyway, see attached pictures (sorry about the sloppiness of my project folder :)):

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Please feel free to comment! critiques (other than those telling me to organize my project folder ;)) are more than welcome! I may also get a demo out (If I could find a good file hosting place…)

I want to eventually publish this on, but i need to finish it first. Right now I have that developer ‘I really am getting tired of this, and don’t feel like finishing it’ feeling, so it may be quite awhile before I finish it. But, until then, I hope you enjoy the pictures!

-Stopsecret design

P.S: I’m too cheap for pro, so this whole thing was made on Unity basic πŸ™‚

You know what? that’s just sad….

This is a post about something very sad I saw while blogsurfing today- so, as encouragement, sorry to shout, but, IF ANY OF YOU ARE NOT USING YOUR BLOG’s DOMAIN PLEASE DELETE IT!!! Whew, that felt good ! attached are some pictures that you may shed a tear or two over… Β (ok, maybe not) it also clears up the mystery as to why I didn’t just use…

(Pay attention to domain names)

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Video Tutorial #001! :)

So, after procrastinating delaying for quite awhile now, I am finally going to put up a video tutorial!!! It is a short tip on how to use sharpness to enhance your Unity scenes (sorry Blender users!). It uses photoshop, but most other software should have this feature as well. Please bear with me, as I am not largely experienced in the screencast field πŸ™‚ Also, if you want to shoot me comments, constructive criticism, or maybe even a suggestion for another tutorial (although no promises that I’ll consent to all ideas)- it would be greatly appreciated. So, without further ado:

Thanks for watching! Hope you enjoyed.

Also, if you are not a Unity user, you can get a basic license free here:

-Stopsecret Design

P.S: Sorry about the quality!!

Video tutorials! (Maybe?)

This post does not include any fancy rendering, tip, or freebee, it is just a post to tell you I am considering sharing some video tutorials like some of the larger sites do. These would focus on Blender, Unity, graphics editing, and possibly more! It is not definite, just a very large possibility! I would like to hear what you all have to say about it… that is, if there’s even any people who read my blog regularly! πŸ˜› Speaking of that, I also want to make these to increase traffic. So, by all means, leave a comment and/or vote!

-Stopsecret Design

P.S: Here’s a picture of a video tutorial i’ve done already about making barrels in Photoshop/Unity:

Barrel tutorial
Barrel Tutorial