Jon Parham is of Bottle Rocket’s original iOS developers; he’s been here since 2010 and is the longest tenured engineer we have on staff today. As an iOS engineer he worked on apps like Spin Magazine, National Science Foundation – Science 360 and BET – 106 & Park. Most recently, he has been leading our game development team to bring gaming experiences into native iOS applications such as Baker Hughes Bit Genie and Mary Kay Pink Changing Lives. Jon is great at problem solving and identifying the root of a problem, and has an extremely keen eye for detail when it comes to graphics and animation.
Before changing careers, Jonathan worked as a 3D artist in film and television. Highlights include Lighting and Special FX for Jimmy Neutron, both the movie and tv series, and Jurassic Fight Club.
Jonathan is a fan of Martial Arts and has been in and out of a variety of them since childhood. He currently practices Brazilian Jiu-Jitsu, but has also practiced Tai Chi, Budo Taijutsu, and Taekwondo.
Great tutorials! Especially http://theliquidfire.com/2016/05/05/turn-based-multiplayer-part-1/
But how would you adopt this to work with the new HLAPI?
ie trying to incorporate a Lobby using the free Lobby manager asset https://www.assetstore.unity3d.com/en/#!/content/41836
For the Lobby Manager, how would you configure the Game Player Prefab?
Thanks, I am glad you enjoyed them! My multiplayer experience hasn’t progressed beyond the tic-tac-toe project, though I might do a bit more in the future with the CCG that is currently in progress. As it stands I am not familiar with the Lobby manager asset.
Hi Jon,
I stumbled on your site and I am very impressed by your clear explanations.
Well done!
Thanks!
Jon – your tutorial around the CCG has helped me immensely! I was wondering how you would go about loading a sprite with each card via JSON to change the art on each card, would this be the best way to add specific art for each card? And if so would care to share how you could go about it? Email is great if you have the time!
Thanks so much for all you do!
Glad to help 🙂
I would probably do something simple like letting the JSON simply provide the name of an asset to load. It might be that I am loading a sprite directly, or get some sort of reference to a scriptable object that has links to whatever visual configuration I need. You can even use AssetBundles for content if desired.
https://docs.unity3d.com/ScriptReference/Resources.Load.html
https://docs.unity3d.com/Manual/AssetBundlesIntro.html