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	<title>Goodhustle Studios, maker of Beast Boxing 3D and Skybox &#187; Dev Diary</title>
	<atom:link href="http://www.goodhustle.com/blog/category/dev-diary/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.goodhustle.com/blog</link>
	<description>The Goodhustle Studios Blog</description>
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		<title>Holiday Sale, and 1.2 Update Coming Soon!</title>
		<link>http://www.goodhustle.com/blog/2010/12/holiday-sale-and-1-2-update-coming-soon/</link>
		<comments>http://www.goodhustle.com/blog/2010/12/holiday-sale-and-1-2-update-coming-soon/#comments</comments>
		<pubDate>Thu, 16 Dec 2010 00:00:08 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=200</guid>
		<description><![CDATA[Beast Boxing 3D is on sale for $1.99, or 33% off, for the holidays! It&#8217;s holiday season, and we&#8217;re celebrating and giving thanks for an awesome month and a half since we launched the game. We&#8217;ve been hard at work the entire time building more content and addressing customer feedback and suggestions for the game. [...]]]></description>
			<content:encoded><![CDATA[<p>Beast Boxing 3D is on sale for $1.99, or 33% off, for the holidays! It&#8217;s holiday season, and we&#8217;re celebrating and giving thanks for an awesome month and a half since we launched the game. We&#8217;ve been hard at work the entire time building more content and addressing customer feedback and suggestions for the game. Last week, I had to sneak a little time away from my beautiful honeymoon in Hawaii to get in some last-minute content and upload version 1.2 for review. </p>
<p><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/12/TurkeyPilgrim.jpg"><img src="http://www.goodhustle.com/blog/wp-content/uploads/2010/12/TurkeyPilgrim.jpg" alt="" title="Ducken" width="480" height="320" class="aligncenter size-full wp-image-205" /></a></p>
<p>The 1.2 update has several awesome improvements in store for you Beast Boxers out there. First off, to give people some more stuff to do aside from the story mode, there&#8217;s a new Endless mode. We added two holiday-themed beastly fighters and a brand new fighting arena that will be available in Rematch mode and Endless mode. We tightened up the responsiveness of the controls &#8211; it doesn&#8217;t read your mind yet, but it does improve on the speed you&#8217;re able to chain attacks and blocks together, and it feels great! Oh, and we&#8217;ve got four <a href="http://shadiradio.com/blog/view/746">brand new music tracks from multi-talented developer Shadi Muklashy</a>! </p>
<p>The update&#8217;s in review now and should be available as a free update in a matter of days. We can&#8217;t wait to share it with you!</p>
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		<title>Beast Boxing 3D Version 1.1 is out!</title>
		<link>http://www.goodhustle.com/blog/2010/11/beast-boxing-3d-version-1-1-is-out/</link>
		<comments>http://www.goodhustle.com/blog/2010/11/beast-boxing-3d-version-1-1-is-out/#comments</comments>
		<pubDate>Wed, 10 Nov 2010 19:44:18 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=195</guid>
		<description><![CDATA[Apple just approved our first update to Beast Boxing 3D this morning. Here&#8217;s what&#8217;s Included: Improved performance Reduced memory footprint that should help address some of the crash issues that users have been reporting Streamlined savegame UI Fixed tap-to-select problems on scrolling menus. A new icon! Download it and enjoy! Next up is a new [...]]]></description>
			<content:encoded><![CDATA[<p>Apple just approved our first update to Beast Boxing 3D this morning. Here&#8217;s what&#8217;s Included:</p>
<ul>
<li>Improved performance</li>
<li>Reduced memory footprint that should help address some of the crash issues that users have been reporting</li>
<li>Streamlined savegame UI</li>
<li>Fixed tap-to-select problems on scrolling menus.</li>
<li>A new icon!</li>
</ul>
<div id="attachment_197" class="wp-caption alignnone" style="width: 210px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/11/BB-Logo-200x200.png"><img src="http://www.goodhustle.com/blog/wp-content/uploads/2010/11/BB-Logo-200x200.png" alt="" title="Beast Boxing 3D&#039;s new logo!" width="200" height="200" class="size-full wp-image-197" /></a><p class="wp-caption-text">Beast Boxing 3D's new logo!</p></div>
<p>Download it and enjoy! Next up is a new character and also the first challenge mode for players who finish the career story&#8230;</p>
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		<title>6 Steps to Creating an Effective Unity Game Trailer</title>
		<link>http://www.goodhustle.com/blog/2010/11/6-steps-to-creating-an-effective-unity-game-trailer/</link>
		<comments>http://www.goodhustle.com/blog/2010/11/6-steps-to-creating-an-effective-unity-game-trailer/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 19:25:20 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=160</guid>
		<description><![CDATA[So you&#8217;re all done with your game (or nearly done!) and it&#8217;s time to show off all of your hard work! Just like with creating games, spending the time on making a polished trailer can be a great use of your time, but it can also feel like flailing about in the dark if you [...]]]></description>
			<content:encoded><![CDATA[<p>So you&#8217;re all done with your game (or nearly done!) and it&#8217;s time to show off all of your hard work! Just like with creating games, spending the time on making a polished trailer can be a great use of your time, but it can also feel like flailing about in the dark if you don&#8217;t know what you&#8217;re doing!</p>
<p>Luckily, I just went through this experience so you don&#8217;t have to! In this post, I&#8217;ll describe a general process that you can apply to make trailers of your game that communicate well and look semi-professional. You can also refer to my earlier post about <a href="http://www.goodhustle.com/blog/2010/10/how-to-create-a-unity-iphone-trailer-video-on-a-budget/">creating Unity iPhone Trailers on a Budget</a> to see the technical how-to that will let you capture your game with clarity for Youtube or other distribution methods.</p>
<p><strong>Step 1. Understand your Appeal</strong></p>
<p>This might seem obvious, but it&#8217;s easy to get mired in the technical details of trailer creation without considering what you want to communicate in the first place! So start with the basics. Open your text editor and answer the following questions:</p>
<ul>
<li>What are the 2 or 3 coolest <strong>short/quick</strong> visual features of my game?</li>
<li>What sets my game apart from other look-alikes?</li>
<li>What is the most common action that occurs in the game?</li>
<li>What are the things that occur at the boundaries of levels in the game? (like story dialogue or intro/outro scenes)</li>
<li>What is the most interesting special effect in my game?</li>
<li>List 10-15 places/levels/characters in the game that exhibit one of the above characteristics, but are audiovisually distinct (or as distinct as possible). This is your scene list.</li>
</ul>
<p><strong>Step 2: Create a crude storyboard</strong></p>
<p>From the scene list, order each of those listed &#8220;scenes&#8221; in a way that avoids direct repetition of things that look similar to one another. Don&#8217;t worry about exact composition &#8211; this is your time to try and mentally visualize the color or tone of your trailer so that it doesn&#8217;t feel repetitive.</p>
<p>Try your best to use some of these rules of thumb:</p>
<ul>
<li>Take the 2 most visually interesting things in your list and place them 1/3 and 2/3 of the way through your trailer. This creates space and provides peak excitement spread out.</li>
<li>If you were able to find things that occur at the boundaries of levels, place them at the front and back of each third (or each half) of the trailer.</li>
<li>If you have 2 scenes that share the same art or audio content, put them at least 2 scenes apart from one another.</li>
</ul>
<p><strong>Step 4. Start recording content</strong></p>
<p>This part is easy &#8211; take your scene list, and use your vidcap software of choice to record LOTS of video of each of those scenes. Make sure to demonstrate a good amount of your functionality, and try to have action sequences that flow smoothly instead of taking actions slowly. For the most visually interesting things, record 4 instances (preferably with variety) for later use.</p>
<p><strong>Step 5. Editing</strong></p>
<p>Now you&#8217;ve got to fire up your video editor of choice. I use iMovie because it&#8217;s very affordable! Now, for each of the types of scenes I listed, you can try some of these approaches and see how they work for you:</p>
<ul>
<li>Start with a company / publisher logo, and end with the title of the game and the URL of your website.</li>
<li>For really visually interesting scenes, cut up your 4 instances so that they hop between visually distinct styles and repetitively show the same thing. Your cuts should be really short for these &#8211; play with the start and end points and don&#8217;t use any transitions to get a punchy, rhythmic feel.</li>
<li>In between those, use your more common scenes. These can last 3-4 seconds in length, which gives a break in the rhythm for your viewers.</li>
<li>Use transitions only between action scenes and buffer scenes. Use cross and fade transitions but stay away from Wipe or other fancy transitions unless the scene you&#8217;re going to is scrolling, as it looks kind of home video-ish. When cutting between action scenes, just cut directly without a transition.</li>
<li>If your character has actions that they go through, try placing the start of your clip at the first or second frame of the action taking place. Leaving space beforehand leads to a jerky feel when transitioning, and going with the first or second frame can feel more natural and give the sensation of action.</li>
<li>Make sure you include unique or special features &#8211; if you can&#8217;t find a good place for them, try putting them at the end right before the final scene.</li>
</ul>
<p>If you get lost, a great way to get restarted is to watch a trailer in the same game genre that gets you excited and try to discern its structure, then use it as a template.</p>
<p><strong>Step 6: Publish!</strong></p>
<p>The last step is just to publish! If you use Youtube, make sure to take advantage of linking to your promo website in your description, and use Annotations accordingly to have your viewers subscribe for future videos. If you followed this far, you obviously care about providing a good experience for your users, and that&#8217;s the most important thing! Keep on working hard, and good luck!</p>
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		<title>Beast Boxing 3D Launch and Poster</title>
		<link>http://www.goodhustle.com/blog/2010/10/beast-boxing-3d-launch-and-poster/</link>
		<comments>http://www.goodhustle.com/blog/2010/10/beast-boxing-3d-launch-and-poster/#comments</comments>
		<pubDate>Fri, 29 Oct 2010 00:28:33 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=152</guid>
		<description><![CDATA[We&#8217;re finally live with Beast Boxing 3D! Get it on the App Store here! It&#8217;s been a long time coming, but we&#8217;re excited to get Beast Boxing in everyone&#8217;s hands, and to commemorate that, we&#8217;re releasing this background poster image from the game for your home screen. Sized perfectly for iPhone and Retina backgrounds &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re finally live with Beast Boxing 3D! <a href="http://click.linksynergy.com/fs-bin/stat?id=3Ji/mUH3tGg&#038;offerid=146261&#038;type=3&#038;subid=0&#038;tmpid=1826&#038;RD_PARM1=http%3A%2F%2Fitunes.apple.com%2Fus%2Fapp%2Fbeast-boxing-3d%2Fid377319573%3Fmt%3D8%26partnerId%3D30">Get it on the App Store here</a>! It&#8217;s been a long time coming, but we&#8217;re excited to get Beast Boxing in everyone&#8217;s hands, and to commemorate that, we&#8217;re releasing this background poster image from the game for your home screen. </p>
<p>Sized perfectly for iPhone and Retina backgrounds &#8211; enjoy!</p>
<div id="attachment_154" class="wp-caption alignnone" style="width: 330px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Beast_Boxing_Poster_320x4801.png"><img class="size-full wp-image-154" title="Beast Boxing Poster 320x480" src="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Beast_Boxing_Poster_320x4801.png" alt="" width="320" height="480" /></a><p class="wp-caption-text">Poster for non-Retina displays</p></div>
<div id="attachment_155" class="wp-caption alignnone" style="width: 458px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Beast_Boxing_Poster_640x960.png"><img class="size-full wp-image-155 " title="Beast Boxing Poster 640x960" src="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Beast_Boxing_Poster_640x960.png" alt="" width="448" height="672" /></a><p class="wp-caption-text">For Retina displays</p></div>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Character Design and Modeling Video &#8211; Khang Le</title>
		<link>http://www.goodhustle.com/blog/2010/10/character-designs-and-modeling/</link>
		<comments>http://www.goodhustle.com/blog/2010/10/character-designs-and-modeling/#comments</comments>
		<pubDate>Tue, 26 Oct 2010 23:21:30 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=132</guid>
		<description><![CDATA[Khang Le is one of the most efficient and productive artists I&#8217;ve ever had the pleasure of working with. His art ain&#8217;t bad, either. ;) Let&#8217;s take a look at Khang&#8217;s concept art process for one of the characters in the game, and see a set of screengrabs from his 3D modeling process as well!]]></description>
			<content:encoded><![CDATA[<p><a href="http://khangle.net">Khang Le</a> is one of the most efficient and productive artists I&#8217;ve ever had the pleasure of working with. His art ain&#8217;t bad, either. ;) Let&#8217;s take a look at Khang&#8217;s concept art process for one of the characters in the game, and see a set of screengrabs from his 3D modeling process as well!</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/QqYR75ksVbY?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/QqYR75ksVbY?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<div id="attachment_186" class="wp-caption alignnone" style="width: 407px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Darbech-Fighter.jpg"><img src="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Darbech-Fighter.jpg" alt="" title="Darbech-Fighter" width="397" height="333" class="size-full wp-image-186" /></a><p class="wp-caption-text">Darbech, Final Story Portrait</p></div>
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		<item>
		<title>How to Create a Unity iPhone Trailer Video on a Budget</title>
		<link>http://www.goodhustle.com/blog/2010/10/how-to-create-a-unity-iphone-trailer-video-on-a-budget/</link>
		<comments>http://www.goodhustle.com/blog/2010/10/how-to-create-a-unity-iphone-trailer-video-on-a-budget/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 18:10:08 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=134</guid>
		<description><![CDATA[Making a promotional video, trailer, or dev screencast of a game that&#8217;s in development can be very tricky. I used a pretty budget-conscious method to create small promo vids for Beast Boxing, and you can too! On the Unity forums, it seems like everyone mentions their screencast setup of choice, but I haven&#8217;t seen complete [...]]]></description>
			<content:encoded><![CDATA[<p>Making a promotional video, trailer, or dev screencast of a game that&#8217;s in development can be very tricky. I used a pretty budget-conscious method to create small promo vids for Beast Boxing, and you can too! On the Unity forums, it seems like everyone mentions their screencast setup of choice, but I haven&#8217;t seen complete end-to-end instructions yet. Here&#8217;s the way that I do it.</p>
<p><strong>Step 1. Set up your Unity editor environment.</strong></p>
<p>Before you start, you need to decide on the screen resolution you want to capture. I&#8217;ve heard that some development houses capture at high res then downscale, or even capture at 50% game time so that they can speed it up later and make games look like they perform better! Since there are multiple resolutions now for iDevices, it does make more sense to capture at say, Retina or iPad resolution for videos, but that might require some additional work to make your game resolution-independent, and a heavier-duty machine that can handle playback and recording at a high res too.</p>
<p>Anyway, once you decide on your capture resolution, make sure you click &#8220;Maximize on Play&#8221; in the Unity Editor. This will help in a couple of ways &#8211; first, if you have other editor windows with the scene open, it takes some resource load off of your computer so that it can focus on delivering the fastest framerate. Having to duplicate animations and keep the inspector up to date does slow it down the editor a bit. Second, it also provides a consistent placement for the game scene so that you can have your capture area set up perfectly when you&#8217;re ready for it.</p>
<p>If you have a second monitor set up, I&#8217;d disconnect it and reboot, and also make sure that background processes like Time Machine aren&#8217;t running at the time.</p>
<p><strong>Step 2. Set up your recording / vidcap software.</strong></p>
<p>Everyone&#8217;s got their own preference for vidcap software, but I like to use iShowU HD. On my Macbook Pro, other software packages like Camtasia (which I love on PC) or Screenflow just weren&#8217;t able to keep a high framerate going, were tricky to get a capture area set up for, or I couldn&#8217;t get them to produce output video at my desired resolution. iShowU HD is pretty affordable, too, and has a free demo. In any case, I&#8217;d recommend that you try all of the demos that are available to see how they run on your setup, and pick the one that works best for you. These instructions are specific to iShowU HD, but the general idea is the same thing regardless of your software.</p>
<p>First, set your output video size. Since Youtube has a default display height of 360 pixels, I set my capture area to 480 x 360. This provides a 4:3 aspect ratio and a 1:1 mapping with letterboxing on the sides, so it turns out well in the end. Hit the Gear button next to Output video, and select Change Size &gt; Set Size&#8230;, and set it to 480 x 360. Hit the Gear again, and select Change Format &gt; Apple Animation. This is a very high quality capture, so you can get a nice vidcap that isn&#8217;t blurry and also works with iMovie. Hit the Gear one last time and select Change Frame Rate &gt; 30. 30 fps is what Youtube does, and is all my MBP can handle, so there&#8217;s not much point going higher, but feel free to experiment. Make sure that you uncheck &#8220;Record sound from input device&#8221;, unless you like having your own breathing in your trailers.</p>
<div id="attachment_146" class="wp-caption alignnone" style="width: 310px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Screen-shot-2010-10-21-at-5.49.44-PM.png"><img class="size-medium wp-image-146" title="iShowU Settings" src="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Screen-shot-2010-10-21-at-5.49.44-PM-300x168.png" alt="" width="300" height="168" /></a><p class="wp-caption-text">iShowU Settings</p></div>
<p>Over Capture Area, high the Gear, then hit Same as Video Size&#8230; this will set up a 1:1 capture mapping and give you the best quality video. Press the Play button in the Unity editor, then go back to iShowU and click Choose over capture area. Drag the rectangle over your video area, and if you want, center it vertically as we&#8217;ll see horizontal letterboxing added later in iMovie.</p>
<p>Now, for videos that I&#8217;ve capped with iShowU, I used to have problems with the color getting really washed out. The solution I found on their forums is to use the experimental color correction. Go to iShowU&#8217;s Preferences, then General, then click &#8220;Color correction (experimental).&#8221; It did wonders for me, and it might work for you!</p>
<div id="attachment_147" class="wp-caption alignnone" style="width: 296px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Screen-shot-2010-10-21-at-5.50.17-PM.png"><img class="size-medium wp-image-147" title="iShowU HD General Preferences" src="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Screen-shot-2010-10-21-at-5.50.17-PM-286x300.png" alt="" width="286" height="300" /></a><p class="wp-caption-text">Video washed out? Try &quot;Color correction&quot; in iShowU Preferences</p></div>
<p><strong>Step 3. Record videos.</strong></p>
<p>Fire up your Unity iPhone remote if you need it, then hit the Play button in Unity and press the Record button in iShowU. Record to your hearts&#8217; content, and hit stop when you&#8217;re done. Repeat this process as necessary, and stay tuned for my next post if you need tips on what to record!</p>
<p>When you&#8217;re done, it&#8217;s time to bring your videos into iMovie.</p>
<p><strong>Step 4. Import your videos to iMovie.</strong></p>
<p>I assume you know how to use your own version of iMovie. I just completed the Beast Boxing Trailer with iMovie &#8217;11, so I&#8217;ll just speak about the general settings to choose and revisit iMovie specifics another time.</p>
<p>Import the vidcaps into your Event Library, and start working with them in your Project. When you&#8217;re satisfied with your trailer, there are many options for sharing. Publishing directly to Youtube with the &#8220;Medium&#8221; setting resizes and expands your content to 640&#215;480, and ends up adding horizontal letterboxing, and this is what I do. It makes the natural 360px high content look a little better, and users that pick the 480px high HD setting will get an even nicer display.</p>
<p>If you&#8217;d rather export directly to Quicktime, choose Share &gt; Export to Quicktime, and pick Options to open the Movie Settings panel. I use H.264 compression, Key Frames Every 24 frames, Data rate of &#8220;Restrict to 6000 kbits/sec&#8221;, Optimized for CD/DVD-ROM, and a High quality on the Compressor with Encoding: Best Quality. In the Size panel, choose NTSC 720 x 480 4:3, and check Preserve aspect ratio using Letterbox (if required). If you decide to upload this to Youtube, it&#8217;ll look pretty much the same as the direct Share to Youtube option, so it&#8217;s up to you.</p>
<div id="attachment_148" class="wp-caption alignnone" style="width: 252px"><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Screen-shot-2010-10-21-at-5.50.54-PM.png"><img class="size-medium wp-image-148" title="iMovie Quicktime Movie Settings" src="http://www.goodhustle.com/blog/wp-content/uploads/2010/10/Screen-shot-2010-10-21-at-5.50.54-PM-242x300.png" alt="" width="242" height="300" /></a><p class="wp-caption-text">iMovie Quicktime Movie Settings</p></div>
<p>I had good results with this process, and I hope it&#8217;s helpful to you to promote your iPhone games as well!</p>
]]></content:encoded>
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		<item>
		<title>Beast Boxing Trailer!</title>
		<link>http://www.goodhustle.com/blog/2010/10/beast-boxing-trailer/</link>
		<comments>http://www.goodhustle.com/blog/2010/10/beast-boxing-trailer/#comments</comments>
		<pubDate>Fri, 22 Oct 2010 22:02:26 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=138</guid>
		<description><![CDATA[Check it out!]]></description>
			<content:encoded><![CDATA[<p>Check it out!</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Z-Eun2z5jOU?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Z-Eun2z5jOU?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
]]></content:encoded>
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		<item>
		<title>Pretty looking thumbnails in iOS 3.2 with CoreGraphics</title>
		<link>http://www.goodhustle.com/blog/2010/09/pretty-looking-thumbnails-in-ios-3-2-with-coregraphics/</link>
		<comments>http://www.goodhustle.com/blog/2010/09/pretty-looking-thumbnails-in-ios-3-2-with-coregraphics/#comments</comments>
		<pubDate>Wed, 29 Sep 2010 19:44:30 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Dev Diary]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=98</guid>
		<description><![CDATA[As Beast Boxing 3D wraps up, I&#8217;ve been brushing up my iOS SDK chops by working through the Big Nerd Ranch Guide to iPhone Programming, a great book that takes a fundamentals-based approach to learning how to operate well within Apple&#8217;s SDKs. In Chapter 16, there&#8217;s a cool challenge where they ask you to take [...]]]></description>
			<content:encoded><![CDATA[<p>As <a href="http://www.beastboxing.com">Beast Boxing 3D</a> wraps up, I&#8217;ve been brushing up my iOS SDK chops by working through the <a href="http://bignerdranch.com/book/iphone_programming_the_big_nerd_ranch_guide">Big Nerd Ranch Guide to iPhone Programming</a>, a great book that takes a fundamentals-based approach to learning how to operate well within Apple&#8217;s SDKs. In Chapter 16, there&#8217;s a cool challenge where they ask you to take a relatively simple method of converting an image to a thumbnail, and make it prettier. I spent some time researching it and ended up with a method I&#8217;m pretty satisfied with that uses CoreGraphics clipping paths and gradients to do the job. As I&#8217;m working on iPad apps next, iOS 3.2 is my target, so I take advantage of UIBezierPath, an iOS 3.2 addition, in this sample. Without further ado, here&#8217;s the code. Enjoy!</p>
<div class="codecolorer-container text default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;height:400px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br />2<br />3<br />4<br />5<br />6<br />7<br />8<br />9<br />10<br />11<br />12<br />13<br />14<br />15<br />16<br />17<br />18<br />19<br />20<br />21<br />22<br />23<br />24<br />25<br />26<br />27<br />28<br />29<br />30<br />31<br />32<br />33<br />34<br />35<br />36<br />37<br />38<br />39<br />40<br />41<br />42<br />43<br />44<br />45<br />46<br />47<br />48<br />49<br />50<br />51<br />52<br />53<br />54<br />55<br />56<br />57<br />58<br />59<br />60<br />61<br />62<br />63<br />64<br />65<br />66<br />67<br />68<br />69<br />70<br />71<br />72<br />73<br />74<br />75<br />76<br />77<br />78<br />79<br />80<br />81<br />82<br />83<br /></div></td><td><div class="text codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap">- (void)setThumbnailDataFromImage:(UIImage *)image<br />
{<br />
&nbsp; &nbsp; // Release old data<br />
&nbsp; &nbsp; [thumbnailData release];<br />
&nbsp; &nbsp; [thumbnail release];<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Create an empty image of size 70 x 70<br />
&nbsp; &nbsp; CGRect imageRect = CGRectMake(0, 0, 70, 70);<br />
&nbsp; &nbsp; // Create an offscreen graphics context to draw into<br />
&nbsp; &nbsp; UIGraphicsBeginImageContext(imageRect.size);<br />
<br />
&nbsp; &nbsp; CGContextRef c = UIGraphicsGetCurrentContext();<br />
&nbsp; &nbsp; UIBezierPath *bp = [UIBezierPath bezierPathWithRoundedRect:imageRect cornerRadius:10.0];<br />
&nbsp; &nbsp; CGPathRef path = [bp CGPath];<br />
&nbsp; &nbsp; CGContextAddPath(c, path);<br />
&nbsp; &nbsp; CGContextClip(c);<br />
&nbsp; &nbsp; // Render the big image onto the image context<br />
&nbsp; &nbsp; [image drawInRect:imageRect];<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Render a glossy gradient on top!<br />
&nbsp; &nbsp; CGGradientRef glossGradient;<br />
&nbsp; &nbsp; CGColorSpaceRef rgbColorSpace;<br />
&nbsp; &nbsp; size_t num_locations = 2;<br />
&nbsp; &nbsp; CGFloat locations[2] = {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;0.0, 1.0<br />
&nbsp; &nbsp; };<br />
&nbsp; &nbsp; CGFloat components[8] = {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1.0, 1.0, 1.0, 0.85, // Start color<br />
&nbsp; &nbsp; &nbsp; &nbsp; 1.0, 1.0, 1.0, 0.05 // End color<br />
&nbsp; &nbsp; };<br />
&nbsp; &nbsp; rgbColorSpace = CGColorSpaceCreateDeviceRGB();<br />
&nbsp; &nbsp; glossGradient = CGGradientCreateWithColorComponents(rgbColorSpace, components, locations, num_locations);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; CGPoint topCenter = CGPointMake(CGRectGetMidX(imageRect), 0.0);<br />
&nbsp; &nbsp; CGPoint topQuarterBoundary = CGPointMake(CGRectGetMidX(imageRect), imageRect.size.height * 0.35);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; CGContextDrawLinearGradient(c, glossGradient, topCenter, topQuarterBoundary, 0);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; CGGradientRelease(glossGradient);<br />
<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Render a shadow gradient down low<br />
&nbsp; &nbsp; CGGradientRef shadowGradient;<br />
<br />
&nbsp; &nbsp; CGFloat shadowLocations[2] = {<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0.0, 1.0<br />
&nbsp; &nbsp; };<br />
&nbsp; &nbsp; CGFloat shadowComponents[8] = &nbsp;{<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0.0, 0.0, 0.0, 0.65, // Start color<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0.0, 0.0, 0.0, 0.00 // End color<br />
&nbsp; &nbsp; };<br />
&nbsp; &nbsp; rgbColorSpace = CGColorSpaceCreateDeviceRGB();<br />
&nbsp; &nbsp; shadowGradient = CGGradientCreateWithColorComponents(rgbColorSpace, shadowComponents, shadowLocations, num_locations);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; CGPoint bottomCenter = CGPointMake(CGRectGetMidX(imageRect), imageRect.size.height);<br />
&nbsp; &nbsp; CGPoint bottomQuarterBoundary = CGPointMake(CGRectGetMidX(imageRect), imageRect.size.height * 0.85);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; CGContextDrawLinearGradient(c, shadowGradient, bottomCenter, bottomQuarterBoundary, 0);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; CGGradientRelease(shadowGradient);<br />
&nbsp; &nbsp; CGColorSpaceRelease(rgbColorSpace);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Make a new one from the image context<br />
&nbsp; &nbsp; thumbnail = UIGraphicsGetImageFromCurrentImageContext();<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Retain the new one<br />
&nbsp; &nbsp; [thumbnail retain];<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Clean up image context resources<br />
&nbsp; &nbsp; UIGraphicsEndImageContext();<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Make a new data object from the image<br />
&nbsp; &nbsp; thumbnailData = UIImageJPEGRepresentation(thumbnail, 0.5);<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // You may get malloc warnings on the simulator from this line,<br />
&nbsp; &nbsp; // it is a bug in the simulator<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Retain it<br />
&nbsp; &nbsp; [thumbnailData retain];<br />
&nbsp; &nbsp; <br />
}</div></td></tr></tbody></table></div>
]]></content:encoded>
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		<item>
		<title>Beast Boxing has a story!?!</title>
		<link>http://www.goodhustle.com/blog/2010/08/beast-boxing-has-a-story/</link>
		<comments>http://www.goodhustle.com/blog/2010/08/beast-boxing-has-a-story/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 18:00:30 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Shared on Facebook]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=89</guid>
		<description><![CDATA[Yep, it&#8217;s true! Even though Beast Boxing 3D is chock-full of arcade-reminiscent touch action, we&#8217;ve got a story mode in the game that lets you play through three daunting boxing leagues of opponents! You start out as a poor boxer from the slums who spent their last coins to enter the Amateur Leagues, so you&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>Yep, it&#8217;s true! Even though Beast Boxing 3D is chock-full of arcade-reminiscent touch action, we&#8217;ve got a story mode in the game that lets you play through three daunting boxing leagues of opponents! You start out as a poor boxer from the slums who spent their last coins to enter the Amateur Leagues, so you&#8217;ve got nothing to lose as you try to make your way to champion status. </p>
<p>It&#8217;s still a work in progress, but you can take a look at an example dialogue screen of the character Treimann talking some trash:</p>
<p><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/08/screenshot_treimann_dialogu.jpg"><img src="http://www.goodhustle.com/blog/wp-content/uploads/2010/08/screenshot_treimann_dialogu.jpg" alt="Treimann&#039;s Trash Talk" title="Treimann&#039;s Trash Talk" width="480" height="320" class="alignnone size-full wp-image-90" /></a></p>
<p>So yeah, you&#8217;re gonna get trash talked by a tree. </p>
<blockquote><p>In the Kingdom of Beasthalla, the strongest monsters fight in grand boxing leagues to prove their strength. This is called&#8230;.</p>
<p>BEAST BOXING!</p></blockquote>
]]></content:encoded>
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		<item>
		<title>Kamander! The Champ of the Pro Leagues</title>
		<link>http://www.goodhustle.com/blog/2010/08/kamander-the-champ-of-the-pro-leagues/</link>
		<comments>http://www.goodhustle.com/blog/2010/08/kamander-the-champ-of-the-pro-leagues/#comments</comments>
		<pubDate>Sat, 14 Aug 2010 03:29:17 +0000</pubDate>
		<dc:creator>Gordon</dc:creator>
				<category><![CDATA[Beast Boxing]]></category>
		<category><![CDATA[Dev Diary]]></category>
		<category><![CDATA[Shared on Facebook]]></category>

		<guid isPermaLink="false">http://www.goodhustle.com/blog/?p=75</guid>
		<description><![CDATA[The character designs we&#8217;re working on are probably the best part of Beast Boxing! This is Kamander, a cyclops snake with a bad attitude and a strong Internet fan base in the fantasy land of Beasthalla. Here&#8217;s a quick quote from my story document to feast on: Kamander rose through the ranks of beast boxers, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.goodhustle.com/blog/wp-content/uploads/2010/08/KamanderProfile.jpg"><img class="size-full wp-image-76 alignleft" title="Kamander Profile" src="http://www.goodhustle.com/blog/wp-content/uploads/2010/08/KamanderProfile.jpg" alt="Kamander, Pro Champ" width="150" height="161" /></a>The character designs we&#8217;re working on are probably the best part of Beast Boxing! This is Kamander, a cyclops snake with a bad attitude and a strong Internet fan base in the fantasy land of Beasthalla. Here&#8217;s a quick quote from my story document to feast on:</p>
<blockquote><p>Kamander rose through the ranks of beast boxers, defeating all comers in the Pro  League even though suffers from no depth perception. His strong defense and  devastating hook combos have very few weaknesses, and his fan club is  rabid and devoted.</p></blockquote>
<p>Kamander was a really fun character to set up. He&#8217;s the second time in the game you encounter a snake-style character, and he&#8217;s set up to be very quick and powerful, requiring a good base of upgrades to take him on successfully. Since the last time I intro&#8217;ed a character, some people wanted to see more gameplay, I&#8217;m happy to show off this new video highlighting a full, if lopsided, round fighting Kamander.</p>
<div class="gameplayvideo">
    <object width="393" height="320"><param name="movie" value="http://www.youtube.com/v/5zygSRZoaUc?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5zygSRZoaUc?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="393" height="320"></embed></object>
    </div>
<p>This promo shows off some of the polish we&#8217;ve been adding into the game over the last month and a half since the last video. The most fun addition was definitely adding in a powerup that activates when you land 5 consecutive hits &#8211; you&#8217;re on fire! We&#8217;ve been psyched about the new NBA Jam trailers coming out and it reminded us that our game feels a lot like the NBA Jam of iPhone boxing games! </p>
<p>We certainly know and admire about all the ultra-realistic, simulation-oriented fighting games that have come out, but we&#8217;re more interested in providing a quick-paced, super fun and awesome-looking fighting game instead. Hope you enjoy the video, and sign up for our mailing list on <a href="http://www.beastboxing.com">http://www.beastboxing.com</a> to get notified when it&#8217;s ready!</p>
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</rss>

