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• By BillyGD

Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
Planned Future Features Include:
-Take control of your own custom team in the single player campaign.
-Play in online leagues and tournaments against other players in the multiplayer mode.
-Fully customisable stadiums to make you stand out from the rest of the players.
-Improve your players stats and skills by playing matches and setting up training sessions.
Flick Football 3D is available for Windows, Mac and Browser.
Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
• By drcrack

It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

This time with no grinding and no pay to win features.

We're still looking for:
1) 3D Character Artist
2) 3D Environment Artist
3) Animator
4) Sound Designer
5) VFX Artist

Discord https://discord.gg/zXpY29V or drcrack#4575

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.

Unity How to share code between projects w/ versioning?

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OK, let me tell you what I'd like to achieve. I have a lot of common source code between a few projects, your average "basecode" sort of deal. It has become quite large, and I now have a few projects using it, so manual management has become tedious. Basically, the problem is - say project A and project B are using the same code base. I work on B for a while and while I'm doing that I update the basecode a bit. Now if I go to project A, the basecode has changed, and now A won't compile without being updated to use the latest basecode. Now, updating A is the best solution, but it's somewhat impractical, particularly if A becomes very outdated and I need to make a small, quick change to A. What I'd basically like to do is be able to use the old base code for A while still using the new basecode for B. Then when (and if), I'm ready to update A to use latest basecode, I can just click a button to bring the version in use forward. Even better would be if I could modify some basecode from A and some other basecode from B and then later merge the two modifications to the basecode when I want either A or B to move to the latest basecode version. I'm under the impression that "CVS" is the correct answer to this problem, however I havn't used one before and so I don't actually know if it is. So, if it is, any advice on what software to use and how to use it to solve this problem is very much appreciated. Ease of use would be a big plus (something that can just slot into MSVC is very preferable). So yeah, any ideas? EDIT: more info down the page. [Edited by - Andrew Russell on June 1, 2005 8:13:25 AM]

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Hi,

I think VCS can be easily integrated with VC++. Not sure of CVS. But yes, I would suggest CVS or some kind of versioning system.

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I think Visual SourceSafe is what you're looking for. It'll plug into Visual Studio.

Because I use Linux only, I have a lot of experience with using CVS, and while I only use it from the command-line I'm pretty sure there are a lot of user interfaces to make it easier.

Another thing- Why can't you just make the code that's common to both of them a library so that you don't need to keep them synchronized, just link it to the library. That's what I would do.

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Sorry, I meant VSS(sourcesafe).

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I'd recommend Subversion.

Basically, it sounds like you'd want to take your base code, make a branch for A and a branch for B. At this point, they use common base code, but any changes made to the base code in A or in B will not change the other branch.

When you are ready to update A's basecode (assuming B's basecode as been modified), you can merge the B's updated basecode into A's basecode.

All of this shouldn't be too hard, but I do recommend you read the subversion book (it's free, listed on the website above).

Edit: And there is a visual studio plug-in available too: Ankh SVN

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I use symbolic links, which could probably be considered a hack.

I don't think that would work in Windows, though.

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Quote:
 Original post by smart_idiotI use symbolic links, which could probably be considered a hack.I don't think that would work in Windows, though.

This is similar to what I was suggesting. Just add to your path the directory that would have the stuff that's used between the projects and just include it and link to the library as normal. Cleaner and quite cross-platform.

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I think I need to better explain what I'm doing and how I'm doing it. The basecode is a seperate collection of source code. For example, my directory structure looks like this:
/basecode//projectA//projectB/etc...
The projects then use #includes to get headers and the project files directly reference source code files from the basecode directory.

Originally, each project had its own copy of the basecode. This caused two problems: Firstly, bugs that got fixed in one copy were not fixed in another copy causing all kinds of problems, and features that got added to one copy were very difficult to move to another. The second problem was that it took a long time (hour or more) to pull together the code and create a new project (it now takes about 5 minutes - I am aiming for 0 minutes (automation) eventually).

@Mercury: There are several problems with making the basecode a library. The interface may change for starters. It also uses a lot of templates, which can't be DLL'ed. Also, there are a lot of optional modules that would bloat the library.

Anyway, Subversion/AnkhSVN seems to be the solution that I'm after. However, I'm still interested to know the best way of achieving the desired result.

Hallucinogenic's solution seems workable. However, I'm not really keen on having a seperate branch for each project - I am concerned this could cause the same problems as when each project had its own copy of the basecode. The ability to use a rolled-back version for a project until the project is ready to be updated, or the old version of the basecode is modified and thus split (to possibly later be merged), seems preferable.

Anyone have any oppinions or other options on this? Or advice for implementing it?

Anyway - more input is appreciated. I'll keep researching it and look into Subversion.

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On the topic of source control, I use Perforce at work, and really like it. You can download and use a 2-client version for yourself for free. If you need more users, you need to buy licenses. It also has decent vs.net integration.

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Your goal seem to be to end up with one source base that both project A and project B is using.

I would try to keep A and B syncrhonized with the base code even if that would require some extra time. I would also try to not switch too much between projects, like having project A and base as your main project and only update B when it's absolutly necessary. This solution would of course require that you don't change the base code too much and too often.

If you want to use separete code bases for the projects however, you might be easier off just having two separate source bases and doing a manual resynch once in a while. But then you won't get the bugs that you fix in one common base though.

The only thing left would be using a versioning system.