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About Eck

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  1. Game engine to be launched from C# application

    The point of game engines is to make games, so I don't think it's over the top. It might not be the right tool for the game you're trying to make, but I don't know what kind of game you're trying to make. - Eck
  2. If you're interested in making games, use a game engine. If you're interested in making a game engine, start lower level. I think most AAA studios use their own engines probably written in C++. But C# is a perfectly fine choice. Download Unity and Visual Studio and mess around with it for a weekend. I'm an Engineer at Harebrained Schemes and we're a C#/Unity shop. - Eck
  3. Game engine to be launched from C# application

    I think I understand. You have something like a WinForms app or a Console app that you want to launch a game executable from. I don't think you want to run Unity from this. I think you want to launch the executable that Unity builds for your game. And like Adam said that's just straight C#. https://stackoverflow.com/questions/9679375/run-an-exe-from-c-sharp-code If you're firing up Unity to launch your game, that'd be like someone firing up Visual Studio to run your list C# app. - Eck
  4. Mod yourself into Game Development

    Modding is a great way to start the game development process. Instead of spending a year or two learning how to program, you get to jump in and tinker with stuff seeing immediate (and fun) feedback for your efforts. It's a ton easier to stay motivated than writing "guess a number" games. For those that show interest in programming, I'd guide them towards more code oriented modding (scripting) and also Khan Academy to learn a programming language. It's a great resource.
  5. Mine Seeker Steam Achievements and Testing

    Philomena Schwab just posted an article about marketing not too long ago and she used Keymailer. Check it out here: - Eck
  6. Financial Nimbatus - How a free demo got our game funded

    Yeah, this was a great write up. Thanks for taking the time to do it. Also, the demo looks awesome and makes me think your game has a ton of potential.
  7. I like the title @Tazbird. Keep at it. - Eck
  8. Study path for Game programming

    The way you get better at making games, is by making games. I'm not being a smartass here, it's actually the truth. This isn't quite what you're asking for, but if you already know how to program then this article is a really good roadmap on expanding your skillset. http://www.gamedev.net/page/resources/_/technical/game-programming/your-first-step-to-game-development-starts-here-r2976 A lot of GameDevelopment (and development in general) is being able to research what you don't know. If you've never done any collision, then searching for examples/tutorials of that should point you in the right direction. If you don't understand what the heck they're talking about then you search for the topic that confused you. Keep doing that until you build up your knowledge enough to tackle the problem. And if you're thinking to yourself, "Pffft, these games are too simple. I could knock any one of those out in like a weekend." Then prove it. Install Unity and Visual Studio and code up Pong. You'll be surprised at what you learn. Heck, I've been a developer for over 20 years now. I took the GameDev Missile Command challenge and learned a few things in the process. Here's my journal entry about it: https://www.gamedev.net/blogs/entry/2264239-missile-command-challenge/ - Eck
  9. Nice profile pic.

    1. Eck

      Thank you sir. I was about to say the same thing to you. :)

  10. Learning UniRX

    I'm happy to have inspired a fellow game deveveloper to do mroe game development. Good work! Also, that UniRx stuff looks interesting. I think I'll try rewatching the presentation a little later in the day once I've woken up completely.
  11. 2018 Challenge Missile Command

    Nice work. I like all the different kinds of turrets you can use. And don't feel bad about dirty code. In a game jam/challenge situation, it's not about academically correct code. It's about getting shit done and out the door. That said, it's usually a good exercise to go back and try and refactor the code into something more "correct". Developing that skill can help you go far in development. - Make it work.(hacky) Make it right. (clean) Make it fast. (optimize if necessary)
  12. Missile Command Challenge

    Lucky for you ferrous, the challenge extends through January. Get on it! I'll try to post something about Car Wars in a week or two. Right now it's a hacked-up jumbled mess of not much. Long story short, I'm working on a port of old table-top Car Wars rules to the computer just for fun.
  13. I wrote a pretty simple Missile Command clone in Unity and C#. Link to executable (Windows 64bit): https://www.dropbox.com/s/inyc8woxlmyzeyj/EcksMissileCommand.zip?dl=1 Sreenshots Gallery: I'll add this later today. Post mortem: Source code: https://www.dropbox.com/s/ulqmkvpywj2cddf/EcksMissileCommand_Source.zip?dl=1 Gameplay Instructions: Use the button menu to navigate. Left-click to launch missiles You can't launch through explosions. You CAN blow up your own silos and cities, so don't launch missiles at them. Escape pauses the game and brings up a menu to go back to the main screen (or exit, or restart). And here's a link to a video of a funny bug that happened during development. I was trying to limit the number of missiles on the screen but I forgot one key detail: Enjoy! - Eck
  14. I caught wind of the Missile Command challenge earlier in the month and figured I'd knock it out during Christmas break. I was planning on coding more on my Car Wars prototype but the challenge took up most of my programming time. Sleeping late, hanging out with my family, and playing video games took up the rest of my free time. All in all, it was a great way to slide into the new year. I spent some effort keeping the code clean (mostly) and even did a couple of hours worth of commenting and code reorganization before zipping up the package. Many sample projects are quick and dirty affairs so aren't really a good learning resource for new programmers. Hopefully my project isn't too bad to look at. What went right? Switching to Unity a few years ago. This was definitely the right call for me. It helped me land my dream job and allows me to focus on making games rather than coding EVERYTHING from the ground up. KISS (Keep It Simple Stupid) - I started thinking about doing my own take on Missile Command but decided on doing just a simple clone. The known and limited scope let me keep the project clean and kept development time down to something reasonable. Playing the original at http://my.ign.com/atari/missile-command was a big help for identifying features I wanted. Getting the pixel perfect look of old-school graphics was a little bit tricky, but thanks to a well written article I was able to get sharp edges on my pixels. https://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/ I had done some research on this earlier so I knew this would be a problem I'd have to solve. Or rather see how someone else solved it and implement that. Using free sounds from freesound.org was a good use of time. There are only 4 sound effects in the game and it only took me an hour or two to find what I felt were the right ones. What went ok? Making UI's in Unity doesn't come naturally to me yet. I just want some simple elements laid out on the screen. Sometimes it goes pretty quickly, other times I'm checking and unchecking checkboxes, dragging stuff around in the heirarchy, and basically banging around on it until it works. I got the minimal core features of Missile Command, but not all of it. You don't really think about all the details until you start making them. I'm missing cruise missiles, bombers, and the splitting of warheads. Dragging the different sprites into position on the screen was manual and fiddly. There's probably a better way to do this, but it didn't take too long. You can't shoot through explosions, which makes the game a little more challenging. And you can blow up your own cities if you shoot defense warheads too close to them. It was easy enough to fix, but I left it in there. What went wrong? I spent a ton of time getting the pixel perfect stuff right. Playtesting in editor, it was set to Maximize on Play. There wasn't quite enough room to see the full screen so the scale was at 0.97 making the display 97% what it should be and thus, blurred all my sharp edges. I didn't see that setting though... >.< I pulled my hair out trying to see the problem in my math, and even downloaded a free pixel perfect camera which was STILL showing blurry stuff. Finally, I built the game and ran it outside the editor and saw things were just fine. There's also an import setting on sprites for Compression that I cleared to None. I'm not sure if this second step was necessary. I've been bit by the Editor not being 100% accurate to final game play and wished I would have tried that sooner. I had trouble with the scoring screen. I wanted to put the missiles up on the score line like Missile Command does, but ran into trouble with game sized assets and canvas sized UI elements. After 45 minutes or so I said screw it, and just put a count of the missiles and cities up. I didn't data drive the game as much as I wanted. The data is in the code itself so users can't mod the game without downloading the source code. I'm also only using one set of colors for the level. If I put any more time into this, I'll probably tackle this issue next, and then worry about the features I missed out on. Final thoughts Working on this project makes me appreciate how awesome the programmers of old really were. With the tools I have (Unity, Visual Studio, etc.) it took me a couple of weekends. And even then I didn't recreate all the features of the original. I'm including a link to the zipped up project in case anyone wants to see the source code to play around with it. Hopefully someone finds it useful. If so, let me know. EcksMissileCommand.zip - Executable if you want to play. EcksMissileCommand_Source.zip - The project if you want to mess around with it. Sound Credits freesound.org https://freesound.org/people/sharesynth/sounds/344506/ - Explosion.wav https://freesound.org/people/sharesynth/sounds/344525/ - LevelStartAlarm.wav LevelStartAlarm_Edit.wav - I used Audacity to edit the above sound. I took the first six beeps then faded them to silence. https://freesound.org/people/Robinhood76/sounds/273332/ - MissileLaunch.wav https://freesound.org/people/sharesynth/sounds/341250/ - ScoreCount.wav
  15. Udemy Course Sale

    Well, there's also some free courses on there too.
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