#games with csharp
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miled72 · 2 years ago
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In this video I will present you with my first simple game, made with c# programming language. In this game, the user has to guess five hidden numbers in the right order. The hidden numbers are chosen from 1 to 9 randomly, but each number occurs only once. The user will receive color feedback with each attempt to guess the hidden sequence, and the user needs to keep remembering the previous guesses and all previous feedback to improve its next guess. Please watch the video to the end to understand all the details.
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tealbunnygames · 9 months ago
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We made a game for GBJAM 12! It's a spooky maze exploration game with a giant Bat Monster :)
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this-creature-is-bored · 6 months ago
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i love coding bc i copy every single thing that the guy from "hello world" tutorial does and still somehow my program deletes windows
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codingcorgi · 23 days ago
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I miss being a simple code monkey with not so many responsibilities... *Mentally exhausted after leading 4 meetings and doing pair programming*
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revermbed · 2 years ago
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I don't support death threats but if a company is clearly destroying people's livelyhood i won't say anything
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lovingk9z · 1 year ago
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Programming is so fun whaatt the hell
I even enjoy the rabbit holes I fall down trying to learn something new/solve a problem; there's so much vocabulary I don't know so I end up looking for a solution and then needing to search "what does [funky coding word] mean" every few mins LOL
And the flow is just so nice once I understand what Im doing! You get into a groove n you're just typing code for hours while listening to music or a podcast or whatever aaaahhh
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multidimensionalsock · 3 months ago
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What is the difference between a command and an event?
Events can be used to implement commands, but events do not functionally follow the command pattern.
Commands are a request for part of the system to perform an action. This can look different depending on your implementation, a command can look like any class inheriting from a base class or interface, with a common function which can be called when needed.
Below is an example of how it's used in an Inventory system:
Public class ExampleItem : IItem
{
virtual void OnUse() { Command logic goes here }
}
Commands only call one thing, the execute function may perform multiple actions, but the command itself when called just runs the excution function. This is what differs commands from events. An event is a call to anything that is listening to it, that something has happened, possibly some information about it, and then it allows anything listening to respond accordingly, it does not directly call functionality.
An example of where the command pattern may be used is in an Inventory System UI. A button could be placed for 'Use' which will use the selected item. Instead of hard coding the button on how it should use each item type, or worse changing the button each time, the button can have a reference to which item is currently selected. And call the 'OnUse()' on that item when the button is pressed.
If (UseButton.IsPressed()
{
SelectedItem.OnUse();
}
SelectedItem can just have it's value changed to point to a different object whenever the user selects a new item.
To do this using events, each event instance would have to listen to an event on the button, which would pass over what item type had been used. Then all of the item instances would have to check if that was them, and execute OnUse() if it was. This can be far more inefficient than calling directly, especially if there's a lot of items, items which inherit from other item types or when multiple instances of an item type exist and only differ by information, meaning all of the information about the item being used would have to be passed over to compare, and this comparison would have to be done by every instance of an Item.
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sidewalk-scrawls · 2 years ago
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Fellow game devs who are fleeing Unity, what are your thoughts on Godot vs Unreal for making 2D games? I know Unreal is pretty over-powered for most 2D development, but given I'm used to Unity, how is Godot feature-wise? Are there any features it's noticeably lacking?
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adskdev · 2 years ago
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xdd
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sunny-solarphim · 1 year ago
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If I ever spell enqeueue right in the first try that is not me fire at will
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thy-kneecaps · 2 years ago
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Teaching an Eyeball to be Petty
Hello! I’m going to be away for most of my normal writing days this weekend, so I’ve edited together a little video about designing and animating my game’s main villain.
youtube
Topics covered include:
Porting enemy C# scripts and behaviors from Unity to Godot 3.5
Applying character animation that responds to physics and UI
Structuring characters for flexibility/reuse in different parts of a game
Using animation to instill a .png file of a circle with visible malice
Anyways, that's all I'm going to allow myself to write tonight. I've got things to do!
Happy Halloween!
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tealbunnygames · 1 year ago
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The cloning wand is in the game now!
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eh-papytie-devblog · 1 year ago
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The first Level is ready to be played ! I add all the basics to have a proper game, my first solo game project ;)
The full project is on Github : https://github.com/papytie/GoblinDefense
You can Now Download and play it here : https://etienneheller.itch.io/goblindefense-alpha
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codingcorgi · 2 years ago
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So is no one going to talk about how the CEO of Unity resigned? Like 👀
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foscolofabio · 2 years ago
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Atualmente, há 21 caminhos diferentes para serem instanciados, sendo alguns, ao longo do percurso, intermitentes, a fim de dificultar e introduzir variabilidade.
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There are currently 21 different paths to be generated, some of them have broken pieces to increase the difficulty and variability.
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lovingk9z · 1 year ago
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Today I worked more on coding my text-based adventure game because that's what most people learning game development seem to start out with
And for two hours I was stuck trying to figure out how to make it so that if the player typed something wrong, it would print text that suggested what they typed wouldn't work, then allow them to type something valid which would continue the story where they left off.
Originally when I added the "else" section and tested it, the program would just print the text and end if I typed something invalid. I tried to make the code for the story's progression all one big method I could call back to once the player typed something invalid, which worked! Except I wanted it to print out different invalid text depending on where they were in the story.
Tried a billion confusing things on my own because I dont know enough programming vocabulary to search for the solution I was looking for, until I realized that the thing I was trying to do is covered in a C# tutorial I never finished 😭😭
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