2017-08-15 22:48:07 Posted by RetroZelda

Unity on Linux

So, about 9 months ago, I decided to change the OS of my main dev machine at home to Ubuntu 16.10 with the goal of mastering a new OS, learning what I can about linux as a dev machine, and to help with some cross-platform development. Essentially, I wanted a new challenge for programming that didnt involve having a million different gcc environments on windows because that just became a mess. So, with a lost of my programming projects utilizing Unity, I reached a point where I needed to have multiple instances of unity inside of Ubuntu. Installing everything was fine, but it was always a pain to launch each version. So I developed a bash script that helps me load up any installed unity version through a single console command. Its a small script, but helps dramatically with launching projects, so I decided it should be shared. I have it attached to this post. To install, do the following: - Place the script inside /bin (or wherever you keep your custom scripts) - run command: sudo chmod +x /bin/unity_editor - Install unity versions via the installation script to /opt - Ensure the unity install folder is named similar to Unity-*Version*. Example: Unity-5.6.1. Now, you can execute the script by running: unity-editor *version*. So, if you have Unity-5.6.1, you will run: unity-editor 5.6.1. If you run without a version set, it will list out all version you have available on your machine. This helps me out greatly, and I hope it will help you out too.

2017-08-15 22:58:52 Posted by RetroZelda

RetroLib - My Unity code tools

Over my time developing games and expirimenting with different things inside Unity, I have found that I would use functionality over and over again. To keep my own changes to these files, I decided to create a project that held them all. Over time, more and more changes would occure and I would have to manually merge these changes across multiple projects(right now, I have 5 that still need updated.... if I get back to them :P). So, with this issue, I decided to push everything onto github. Why github and not bitbucket? Well, I dont have much on my github, so I decided to keep using bitbucket for my projects, and github for my libraries. The github page is located here: https://github.com/RetroZelda/retrolib-unity. The core usage of everything should be documented, with some examples for the more useful portions. Keep in mind, some of this code was initially created back in Unity4 days, and some(the FSM and event system) was originally created in Java for Nyanimals(the source of that can be found on my bitbucket). I had since moved those to C# and into unity, and I have developed it to be much easier to setup. I also have the FSM ported to UE4! But, I have lost that code in the seemingly endless void that is my projects folder(i have 93 folder in there, with some subfolders holding more projects...). These are mostly all personal projects, or contract/freelance projects that I have worked on over the years(ranging from Unity, UE4, my own engines, homebrew stuff for 3DS and saturn, windows tools, etc etc). Anyway... TLDR: New Unity library has been published on github here: https://github.com/RetroZelda/retrolib-unity And I also have the first version attached to this post for the lazies, but please refer to github for the latest version.

2017-02-15 16:53:00 Posted by RetroZelda

Its been a while

I've realized that I have been neglecting to post anything recent, so I have decided to give a recap of what I have been working on the past year and a half. Dont worry, Ill keep it brief with only the highlights. So, first things first, I have done 2 Global Game Jams with some friends from work. For those unfamiliar with the Global Game Jam, its a world wide game development event where you have 48 hours to design and develop a game. In 2016, the theme was "Ritual" and the team consisted of a 3d character artist, a 3d animator, and 2 programmers. The game we came up with is called Stairway to Something(We couldnt come up with a name, so we left it at the temp name). It is a multiplayer game that can handle as many players as controllers you can fit into your computer before you overload your usb bus. Its a game where 1 player is a god, dropping boulders down at the other players. The god is trying to knock the other players off the screen, while the players are running up an aztec pyramid to try and get to the top. Upon reaching the top, that player sacrifices himself to ascend to the heavens to become the next god. I worked mainly on the input system, the gameplay states(menus), the actual game loop(winner detection, player role switching, etc), the god mechanic, as well as assisting everyone else with using bitbucket and git, assisting with content implementation, and basic design. While the other programmer did the other stuff. A link to this game can be found here: http://globalgamejam.org/2016/games/stairway-something. The 2017 Global Game Jam just happened, and I feel like it was more of a success. We had the same 3d artists, but we also had a UI artist and a sound guy. This year, I was the only programmer, so we picked up a student programmer/artist and she handled the camera(which works really well). The theme this year was "Waves", so we came up with out game called Tanks But No Tanks, which is a 4 player Sumo arena game with dinosaurs in tanks with unique weapons for each player. I then handled getting everyone setup on the assembla perforce server, all sound, art, and animation importing and implementation, the gameplay, helping the artists with how content should be handled, working with the sound guy to make sure sound implementation was to his liking, and pretty much working with everyone to make sure we were all on the same page. A link to this game can be found here: http://globalgamejam.org/2017/games/tanks-no-tanks Because of the game jam, I was featured on a local gaming podcast called Rocket Punch. To view the clip, where I sound horribly awkward, you can go here: https://www.youtube.com/watch?v=Fw3ez0J5CdQ. This was the first time I was in front of a mic, so I was not prepared on how I should handle my voice. Maybe next time. Also, I should note that I give my artist friends shit a lot of the time and we do have a back and forth on "Art is useless" and "Who needs a programmer". The art we have definitely drives the game because of their skills and resume's are really impressive and waaaaay beyond my equivalent. I'm not mentioning names because they cant see me admit that. Plus, they should be busy mocapping instead of reading this post :) I have recently started working with a group of guys in a side organization called Redstone Interactive(RSI) where I am the programming lead. Right now, we have 1 released project that I was the sole programmer on called "My Dy - 3D Dice Roller". It is available in the iTunes and Google Play stores. This app is an experiment on publishing to the app stores, handling in app purchases, and handling in app advertisements. With RSI, I have developed many systems that were for various prototypes, including gyro/accelerometer controls, gameplay event recording and real time playback, and a grid based system. I am working on a project right now that is getting close to a vertical slice. I have also started work on a few side projects, 1 with the 2 artist from the global game jam, and another was my own. I dont want to say much about the projects, as time has been limited, but I will put up a screenshot of my mobile game Streaker here: **EDIT: Decided not to have a NSFW screenshot(even edited. sorry). Just ask about it if you care :p ** At work, we have released the Go Army Edge Soccer app that I have worked on. There was also another Go Army Edge app that was in the pipeline that I was heading up. I was able to get a new framework layer implemented and reached out Alpha release. But, sadly, there was complications with funding so it is "temporarily" on hold. I do hope it comes back because it became my baby. I have since moved onto another team where I work inside UE4 instead of unity. I have already saw 1 app to its "release", and have been working on redoing UI for VR/Mobile on another that is at the end of its lifecycle and almost ready to turn in. Whoever said that mobile and PC vr needs to share a UI(or just have those as the available platforms) was a good idea to do(especially with a new UI so late in the development cycle) needs to do something that I cant think of(idk. its just stressful). Oh, the project is also ALL in blueprints. So. yeah. thats great. (I am strongly against large-scale blueprint use). But, on this same project, I am working on setting up a pipeline to easily render a matinee sequence into a 360 degree video. I love learning/experimenting with new things like this. Oh, and I was also able to be the first one in house to get a UE4 HTML5 build running on internal servers. It was easy to do at home, but the environment available at work isnt.... ideal(albeit i do understand the reasons why things are they way they are...). Finally, I have started experimenting with Sega Saturn homebrew, with mild success in the game I have been trying to find time to write. Between work and RSI, I dont have much free time to explore drastically different things like this, but I do love working in a low-level, poorly documented, area of code. Its my mental candy. That is the short version of the programming side of the past year and a half. I left out details on like 5 other projects that I have worked on due to them being radically strange ways of play. anyway.... Ciao fur niao.

2015-08-02 15:18:46 Posted by RetroZelda

Milestone Hit

A few days ago, I had hit my 1 year anniversary with HigherEchelon at Army Game Studio! Woohoo! I have also recently hit a personal milestone. I have a shipped title! My first one! Well, kinda. I do have completed work with the training IMI I have done in the past, but this is public! Check out what Ive been up to at work the past year: http://www.goarmyedge.com/ Ive had good times on this project, and bad times. The greatest hardship was World of Warcraft, but That is over and done with.... Hopefully for a while(I am an MMO addict...). And now its time to move onto the next step. Hopefully something where I am more involved! Only time will tell. Ciao fur niao

2015-08-02 14:59:51 Posted by RetroZelda

Nyanimals Early Alpha - Abandoned but not Forgotton

I have decided to start showing more of my "at home" work publicly on here. It will keep this place fresh with projects that I may or may not have stopped; have an area explaining a project I list on a resume, talk about in person, or even a way to share source code to share how my programming has evolved throughout time; and allow me to bore you with more of my poor grammatical posts with terrible misspellings and typing habits. In my previous post, I mentioned I was doing stuff within Unreal Engine 4. Well, None of that is going to be shown yet. Although It is at a point where a demo release is close, I will be talking about my previous endeavor that has been on and off for a few years now... I present you, the early alpha version of the virtual pet Nyanimals. Since the time when I first played with the Chao in the Sonic Adventure games, I have always wanted to create a virtual pet. At the time I started the project, I wanted to get in with engine development AND I wanted to know the ins and out of Android programming. So, I started talking with a friend and we started in. The engine its self has gone through many iterations of its architectural structure and had become an unmanageable mess. That is, until I decided to completely restructure everything. The code That I will provide publicly is the power behind the game, and the engine just kind of runs. That doesnt say much, but before this revamp literally everything was coupled. It was gross. It still is kinda gross, but I have since abandoned this project in light of other things, so it is what it is. The engine consists of an OpenGL ES 2.0 renderer, simple 2D sprite animations, basic 2D collision, object managers/factories, screen touch input handling, sensor handling, and early work for Facebook SDK integration and server data exchanging. The actual game is run by my FSMLibrary state machine. This state machine is the most powerful thing I think I have ever written. It is small, but it is the master of all. It handles game states, AI states, game substates, etc. The FSMLibrary was originally written in Java for android, but I have ports for it in C# and C++. Alongside the FSMLibrary, I have created an event system called Storybook. Storybook and FSMLibrary are recommended to be used together, but dont have to be. It is a powerful event system setup similar to the FSMLibrary, and it also has ports in C, C++, and C#. Since I started writing this, I have decided to just make the repo for nyanimals public. The repo contains multiple branches for particular systems that were being worked on. And please note: This project was half about my passion for games, and half about learning the ins and outs of Andoid, Java, source control, and various other programming-related tasks. So, with that said, you will see gross code of things I had done early on, and gross things with how I transitioned old ways into new ways. But, it is public and so feel free to fork the repo, and add a minigame, or anything really. I welcome it. Without further adoooooo: Repository: https://bitbucket.org/RetroZelda/nyanimals-a-mobile-pet builds: http://retrozelda.com/nyanimalbuilds/ You can also download a build from this post or in the games section on the side.

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