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Games for Touch Walls

One future I see for our little company? Definitely something like this:

A StarWars game called FleetCommander, played on a 8160 by 2304 pixel wide touch screen.

Well, let me correct that. A touch wall.

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Procedural Jellyfish

Beautiful procedural jellyfish by Marcin Ignac, found via The Science of Creativity:

More about the project over at Marcin’s project website Cindermedusae.

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AI Walker Script

A simple walker script for Unity 3D in C# that tries to avoid obstacles. It has been used in the ProXedural project at art school, and it made the cows walk towards one of the players. To be honest, it does not really deserve the I in AI. But then again, no one expects cows to be very clever.

Maybe someone can use it as a base to produce something better (oh well, who am I kidding, this has already been done).

using UnityEngine; using System.Collections;

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How to Format a Time String with C# in Unity 3D

(This is only here for personal reference, since this is rather basic programming …)

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/// Formats the input string (in seconds) as a human readable /// string in the form of MM:SS. /// /// /// A of the current playing time. /// private string formatedTimeString (string input) { int seconds; int minutes;

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Programming Finite State Machines in Unity3D using C#

Finite State Machines are quite a convenient design pattern in Game Design, as they allow for quite some flexibility when programming AI behaviour.

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Reading Strings out of an XML file using C# in Unity 3D

Update

The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.

Since I already played around with XML in C#, this part of the project was easier to do than before.

What is it supposed to do?

Basically, I could simply hard-code most of my strings used in the game directly into the code – no one would notice the difference anyway. But obviously, this is not a very good idea, both because editing strings and later translating them becomes a pain.

Creating some data that would allow me to get strings out of an XML file would solve this problem – and, if the code is good enough, be reusable in later games.

It would allow me to edit text independently of the game code and add translations on a later date.

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Writing XML Log Files in Unity 3D using C#

Update

The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.

Since I want to make some basic statistics for my game at Fantoche, I needed some basic logging function of the player’s position.

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