Get SASS Working in Sublime Text for Windows in 8 Steps

Compile SASS, Sublime Text Windows

Follow these installation instructions to start using SASS with Sublime Text. You'll be able to save your SASS (.scss) file, and it will compile to a CSS file automatically. There are a few more extensive guides out there on this, but they skipped over a few minor things that you may miss. This boils it down to the essentials that you need to get up and running.

Ignore SASS and LESS Partials (Starting with Underscore) when Using SublimeOnSaveBuild

Ignore partials sublime text SASS

I’ve recently started using SASS and LESS with Sublime Text. The most popular recommended extensions for SASS were “SASS” for highlighting, “SASS Build” for compiling, and “SublimeOnSaveBuild” to auto build whenever you save. The problem with the build on save is that it currently does not ignore partials. Partials are additional files starting with an […]

Opening YouTube Links Dynamically in a Twitter Bootstrap Modal Window

Bootstrap Modal Dynamic Youtube Embed, JavaScript

Using Twitter Bootstrap 3.0, I wanted to use its modal window to open YouTube videos. Rather than manually placing the HTML for each video's modal, or creating a line of JavaScript for each separate video, I wanted any YouTube link to pop up embedded in a modal window, without extra code. The modal is a progressive enhancement. The link should work normally without any JavaScript. You could also disable the modal functionality for small devices on a responsive design.

Colorbox Theme Pack Released – 12 Themes / Skins

Colorbox Themes Skins

When I couldn’t find any themes for the popular Colorbox jQuery lightbox, I decided to create a handful of them. This pack includes 12 themes for Colorbox by Jack Moore. The themes are contained in folders, similar to the example1, example2, etc that come with the script. Each theme has a colorbox.css file, sometimes images, and […]

Unity Tip for Mono Develop – How to Comment your Functions & Parameters (with XML)

Unity Function Comments with XML

The way in which I was writing comments for my functions was consistent, but entirely in my own style. I knew there must be a better way of creating this documentation using a more standard coding convention. Indeed there is. Using triple slashes and the format for XML comments, your explanation will be viewable when you using […]

Shopify’s Limitations and Weaknesses in Developing a Theme

Shopify Theme Coding

After developing my first theme using Shopify, I've found that it is not all it's cracked up to be. There are major flaws and missing features that limit what can be done by the web developer and designer. This was a little disappointing to me, because the Shopify e-commerce platform appeared at first glance to be a beacon of current web standards and modern development, amidst other lumbering options filled with outdated code for the front-end developer...

SVG Export Settings for the Web with Adobe Illustrator

The SVG (Scalable Vector Graphic) file-format is an XML-based vector in that can be used on the web right now. Not only are they crisp at any size they are scaled to, but they are supported by IE9+, Firefox, Chrome, and Safari. For IE8 and below, you can provide a fallback PNG. Simple icons and logos are good candidates for the format, as they are often the first noticeable elements of a design that will look blurry on a retina display...

Inspiring Game Design Talks Round-Up

Designing a video game is hard, and usually it takes a long time. Sometimes you need a little inspiration to help form new ideas or to motivate yourself. Maybe you're working on a game right now, and are trying to make it more ... immersive, fun, rewarding, joyful, etc. I've been searching the web to find game design talks, audio and video, that are freely available, and have found them to be pretty scattered and harder to find than I would have thought, so I decided to do a round-up to help spark the creative pathways.

A Bare Bones, Simple Unity Player Controller (Top Down, C#)

I'm working on prototyping a top-down game and wanted to start off with a bare-bones/boilerplate player controller. I found one on the forum that got me up and running quickly, but it had a little extra code and was not using Input.GetAxis or Input.GetButton. It's recommended to use these rather than Input.GetKey, because it can also apply to game controllers or other input devices. Then you can set the keys in an options screen. I'm planning on testing with an Xbox controller, so I wanted to start it off properly.