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• ### Similar Content

• We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.

Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.

Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.

You'll be working with our junior developer, who has been here since the beginning.

Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.

Our list of major goals we'd need you to do is minimal, yet still fairly extensive:
-Edit our current Pathfinding system to account for a few extra features.
-Setup our global map system. You’ll be working off an existing random node-map web generator and existing random map generation system and essentially linking the two together. This includes handling random spawns (which has already been semi-setup) unique to each node’s respective map.
-Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
-Making sure to Save and Record all respective aspects of what was mentioned above.
-Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
-Various Content Implementation (to be done once our XML has been integrated).
-Various Saving and Recording of all respective aspects of the database info mentioned above.
-Various Performance Enhancements.
-Potential for various misc things, such as further UI work.

We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.

Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.

If interested, send an email to: eldwin11929@yahoo.com

Thanks!
• By jhocking
My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

Foreword by Jesse Schell, author of The Art of Game Design

Don't take my word for it being good, look at the sky-high ratings on GoodReads.

You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!

• Hello! So, I've been the leader of BJP for a while now. I'm a bit bored of taking the role I always take, leader. I was hoping someone out there is looking to forge a team maybe and needs a programmer.
I have experience mainly in the Unity engine(C# intermediate) and I have a very small amount of knowledge on Shaders, as well as experience on developing games(usually end up stuck in dev hell) and leading experience from my last team which at one point reached 11 people. I personally love the Unity engine and prefer to use it as it's the development environment I'm comfortable with.
I have used Unity for over a year and a few months, I'd consider myself an intermediate at the Engine, but to this day Unity still surprises me.
I live in the United Kingdom, I find it a bit strange to work with other programmers as the ones I've worked with tend to leave their code heavily unoptimised and I'm a on the go optimise kind of guy, I also like to get things done quickly.

If you're a new team and need a programmer that has high levels of ambition and strives to maintain the motivation throughout the team, then I'm your guy. I don't care if you're just beginning because I'm all for helping people learn!

To finish this off: I like to get things done and I like to get them done right the first time, if I fail I will do it again and again, etc, until I loose all motivation. So if you're a modeller or an artist, please don't leave me to do all the modelling/art as well as the programming and sound. I do have experience in all those areas but my main power is in programming and I'd prefer to keep it that way.

[If this was posted in the wrong forum, sorry, I don't really know the layout of this website yet]

• Hello guys,i am writing this topic to get to the opinion of more people.I have just released my first game for android(worked on it for about 5-6 months in my spare time) i used Unity framework and i am planning to make it a big project but i had to release 1.0 version so i am 100% sure i wouldn't quit the project at some time.What i am asking any of you guys is to give me your opinion about the game. What do you like,what you don't , is the ad too irritating?is the GUI okay?any information you might consider usefull for me would be helpful,thanks in advance!

• I've got a custom Brick class. I need at least one other type of Brick subclass, maybe more. These classes should do most of what the Brick class does, but have a bit of modified or added behavior. Normally I would assume inheriting from the Brick class would be the best choice for this, but when I tried to do it I was having some issues because of having to make additional instances of variables referencing manager objects. I'm not sure if I was just doing it wrong, or if maybe inheritance isn't the right solution here. Here is the Brick class:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Brick : MonoBehaviour { public AudioClip crack; public Sprite[] hitSprites; public static int breakableCount = 0; public GameObject smoke; private LevelManager levelManager; private int timesHit; private bool isBreakable; private float delay = 1.5f; //Delay till bricks move down 1 row. private float timer = 0; // update ever frame and compare to delay. // Use this for initialization void Start () { isBreakable = (this.tag == "Breakable"); //keep track of breakable bricks if (isBreakable){ breakableCount++; } timesHit = 0; levelManager = GameObject.FindObjectOfType<LevelManager>(); } // Update is called once per frame void Update () { timer += Time.deltaTime; if (timer >= delay) { transform.Translate(0.0f, -1.0f,0.0f); timer = 0; } } void OnCollisionEnter2D (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { levelManager = GameObject.FindObjectOfType<LevelManager>(); levelManager.LoadLevel("Lose"); } AudioSource.PlayClipAtPoint (crack,transform.position); if (isBreakable) { HandleHits (); } } void HandleHits () { timesHit++; int maxHits = hitSprites.Length + 1; if (timesHit >= maxHits) { breakableCount--; levelManager.BrickDestroyed(); PuffSmoke(); Destroy (gameObject); } else { LoadSprites(); } } void LoadSprites () { int spriteIndex = timesHit - 1; if (hitSprites [spriteIndex] != null) { //if statement keeps it from loading nothing if level designer forgets to assign a sprite this.GetComponent<SpriteRenderer> ().sprite = hitSprites [spriteIndex]; } else { Debug.LogError("Brick sprite missing"); } } void PuffSmoke () { var smokePuff = Instantiate(smoke, transform.position, Quaternion.identity); var effect = smokePuff.GetComponent<ParticleSystem>().main; effect.startColor = GetComponent<SpriteRenderer>().color; } } What I need is for a different kind of brick to destroy all other adjacent bricks when the ball hits it. I considered just adding this functionality in to the brick class, and have it activate based on tags, but that didn't seem like the best solution. I'm open to any ideas. Thanks!

# GitVersionTask woes. Master branch not recognized.

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Uhm, where did the source control subforum go? Nice to have a modern-looking gamedev.net indeed!

Ok, let's get to the real deal. At my current job I have somewhat managed to get to something useful and to be released. I always had an issue with versioning and so I just installed GitVersion, the relative tools and its automatic MSBuild thingie GitVersionTask.

Leaving aside I'm meeting some resistance in using source control at all, our team is so small there's really no point in using anything more than the old merge/branch model. Software development around here is... curiously managed to say for the least so I had the following needs:

1. Official builds marked as major.minor.patch
2. Unofficial builds as (1) plus unique identifier. SHA would be perfect.

So, what I do: I merge off master to work on something, when I merge back to master that would be a 'build'. Whatever that build is released to public or not is not my concern: stuff in master is ideally official. It seems like mainline development should be my thing right? Wrong. I tried countless configurations and wasted about three hours today the end result is always some variation of (output in VS build).

Quote

Version '7.2.3+Branch.master.Sha.<snip>' specified for 'product version' is not in normal format 'major.minor.build.revision'.

My gitVersion.yml:

next-version: 7.2
mode: Mainline


I tried annotating the master branch by using gitVersion.yml 'branch:' subsection with no avail. I have however confirmed the file is being consumed by successfully altering the produced major/minor and by producing errors.

I am a bit reluctant in opening an issue on the project page as it's basically certain it's something by my side.

What am I missing?

By the way, after all this pain I might actually consider other versioning mechanisms. All sort of suggestions are welcome.

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git itself also has some features to name an arbitrary commit, which may be useful. I think it's "git id", but not sure, and I can't easily look it up.

I am not so sure your "2" makes sense, for branches, you definitely want a branchname in there, since 1.2.3.abcdf has no meaning at all to understand what branch the build contains.

Given your environment, you may want to only worry about official builds, and allow anything sufficiently unique for unofficial builds.

In my experience, the primary profit of a VCS it is that you don't need to copy changes back and forth between developers. Secondary benefits are that you have a list of changes since the last commit nearby, and it's easy to revert to that last state, so random experiments in debugging or trying something unknown are safe. Unfortunately, git pushes you in the distributed development model, which is not always as useful as they claim.

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23 hours ago, Alberth said:

git itself also has some features to name an arbitrary commit, which may be useful. I think it's "git id", but not sure, and I can't easily look it up.

There are indeed a variety of ways, I know them as 'tags' and in theory they work... except for some reason they really don't in this specific case. I use sourcetree so it's just a matter of pushing a button.

23 hours ago, Alberth said:

I am not so sure your "2" makes sense, for branches, you definitely want a branchname in there, since 1.2.3.abcdf has no meaning at all to understand what branch the build contains.

Well the snip is a full SHA and I've had a collision already in the past (not on SHA) so I feel quite safe for the next few years! They are indeed almost unique.

23 hours ago, Alberth said:

In my experience, the primary profit of a VCS it is that you don't need to copy changes back and forth between developers. Secondary benefits are that you have a list of changes since the last commit nearby, and it's easy to revert to that last state, so random experiments in debugging or trying something unknown are safe. Unfortunately, git pushes you in the distributed development model, which is not always as useful as they claim

Absolutely true. I'd say this problem is orthogonal to being distributed or not (compare P4 or other old stuff). For our environment it's fairly convenient to have a bare repository on a shared folder: ideally we don't push short lived branches there - ideally we sync no more than a couple of times a week and push a full untagged branch with explicit merge commits. I suggest everyone to have a go; my experience with git is positive albeit I used to have a thing for Mercurial.

Maybe I should have made clear that GitVersionTask stamps your c# executable with proper versioning by looking at the git. It isn't even just a property setting: you can inspect the result programmatically.

Anyhow, I had been given unwelcome news today so I'll be slow on replying. Given my new schedule, I think I might just give up on GitVersionTask and go back on explicit version stamping. Inconvenient but I have already spent too much time in figuring out what's wrong there.

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8 hours ago, Krohm said:

There are indeed a variety of ways, I know them as 'tags' and in theory they work... except for some reason they really don't in this specific case. I use sourcetree so it's just a matter of pushing a button.

I meant something else.  I once tried to solve this same problem (in a more restrictive form than what you seem to need), and spend a day convincing git to give me the information and looking at prior art. I looked up what the end-result was again, and ended with

Trying that on a random git repository:

$git describe fatal: No annotated tags can describe '77553282f0d267032025955f9072e05cb109cfc6'. However, there were unannotated tags: try --tags.$ git describe --tags
v0.60-208-g7755328

which is something like 208 commits after "0.60", which sounds fair enough.

I think I made a few more changes to get a good result, but as usual, git has a zillion options for everything.