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Just because the Dream.Build.Play competition has wrapped up, doesn't mean that the fun has stopped! Andrew joins the show to announce the 12 finalists for the Dream.Build.Play competition. We also co → Read More
Andrew Parsons joins the show to share some exciting news about the Dream.Build.Play game developer competition, including announcing additional prizes that are being given! Adam Tuliper also joins th → Read More
Andrew Parsons joins the show to share the latest updates on the Dream.Build.Play game developer competition. We'll also cover some tips and tricks for setting up Xbox Live in your game through the Wi → Read More
Andrew Parsons shares the latest updates on the Dream.Build.Play game developer competition. Dream.Build.Play is open to all developers, working solo or in teams of up to seven. Create a Universal Win → Read More
Andrew Parsons joins the show to share the latest updates on the Dream.Build.Play game developer competition. Dream.Build.Play is a game developer competition that is open to all developers, working s → Read More
Andrew Parsons joins the show to talk about a new competition being launched by Microsoft, called Dream.Build.Play. Dream.Build.Play is a game development competition that is open to all developers, w → Read More
Fedja Adam, the creator of Duality, continues to walk us through basic principles of the engine. This episode will mainly focus on working with prefabs and walk through some more scripting principles. → Read More
In this episode, Fedja Adam joins us to talk about Duality. Duality is an open-source modular 2D game engine that provides its own visual editor. It's plugin based and written entirely in C#, making i → Read More
In this episode, Molly Suver from Xbox Live and Gersh Payzer from Mixer join the show to talk about how you can use Mixer Interactivity to create a more social experience for your players. We will cov → Read More
In this episode, we are going to go over the challenge given at the end of Part 5.2 by adding logic to sell or destroy items in our inventory. The action taken will depend on game logic such as whether the store window is open and what mouse button the player pushed. We will explore more of the event system by looking at how you can access events in code, particularly the OnPointerClick event. → Read More
In this episode, we are going to pick up where we left off by wrapping up the logic for displaying items in the players inventory. First, we will fill up the inventory slots with existing items that t → Read More
In this episode, we are going to create the player's inventory by tying together many of the concepts that we've learned. To start, we'll talk more in depth about the event system as we add interactivity to the UI. From there, we'll use scriptable objects to define the backend data structure for our player's inventory. We'll wrap up by displaying the player's currency and bag space on the UI. → Read More
It's no secret that Windows Forms applications have had trouble in high-DPI scenarios. This can sometimes result in a significant impact to usability. As higher resolution hardware becomes more common → Read More
In this episode, we are going to wrap up the Store UI in our RPG project. We will focus on populating the data that we've setup with scriptable objects, using various techniques that we have gone over in previous episodes. We'll also tackle some common problems such as clearing out the data from the UI, locking player movement and adding an OnClick event to a button to close the UI. → Read More
In this episode, we will continue our project by hooking up basic mechanics to the store UI. We'll cover the concept of coroutines, as we incorporate logic for showing the dialog. We will also create an inventory database for our merchant which sets the stage for the next part of the series: populating the data. → Read More
In this episode, we'll continue our project by building out the store user interface for our player to interact with. We'll go over the foundation needed to work with the UI system in Unity, including → Read More
Today we are excited to announce the availability of the .NET Framework 4.6.2! Many of the changes are based on your feedback, including those submitted on UserVoice and Connect. Thanks for your continued help and engagement! The release is packed with lots of great improvements in the following areas: You can see the full set of changes in the .NET Framework 4.6.2 change list and API diff.… → Read More