Archive for the ‘Featured’ Category

Retro Review: Alex Kidd in Miracle World

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Let’s start this year with a retro review of the probably most famous Master System game: Alex Kidd in Miracle World. This is a classic 8 bit platformer where the player controls Alex Kidd, who is on a quest to free his home country, Radaxian, from clutches of the evil Janken.

At a first glance, the game appears to be just like any other one in its genre: the objective is to reach the end of the level, enemies move in predefined patterns and jumps have to be timed to avoid pitfalls, gaps, and other hazards. All similarities stop there. Alex Kidd in Miracle World has much more gameplay depth than a standard platformer.

Continue reading: “Retro Review: Alex Kidd in Miracle World”

Merry Christmas! – New YouTube Channel

Click here to read Merry Christmas! – New YouTube Channel

Merry Christmas! Happy holidays!  I hope that you got what you wanted this time.

Some may think that I have abandoned the Retro Games section of the website. That’s not true! To prove it, why not watch some videos at the new 41 Post YouTube Channel? There, you will find videos related to the Retro Games posts, basically gameplay videos from the MODs and source ports reviewed here. I’m adding videos to every post in that category, and hope to release new videos the same day as new posts arrive. All videos will be at 1080p (if the content supports it).

Last but not least, in a near future, videos that show some of the projects I’m currently working on will be there too.

That said, please subscribe to 41 Post YouTube Channel!

Unity3D: JavaScript vs. C# – Part 5

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As the end of the year draws close, so is this post series. Here, the differences between JavaScript and C# when casting a ray in Unity3D will be pointed out. Don’t forget to read the first, second, third and forth parts of the series for a better general understanding of what is being discussed here.

Let’s start from the basics: What is ray casting? As the name describes, it is basically a program that simulates a ray being cast, much like a laser pointer in real life. It is very useful for game programming, as Raycast classes are programmed to return the distance a ray collided with something (and sometimes, even the name of the object). Unity3D doesn’t have one single Raycast class, instead its functionality is scattered across the Physics, RaycastHit and Ray classes.

Continue reading: “Unity3D: JavaScript vs. C# – Part 5”

Unity3D: JavaScript->C# or C#->JavaScript access

Click here to read Unity3D: JavaScript->C# or C#->JavaScript access

When programming for Unity3D, there are some cases where we need to access a script written in another programming language that isn’t the one we are currently using. Although it is highly recommended to convert all scripts to the same one, it is useful to know how to access a C# script from a JavaScript class and the other way around.

The first thing to do is place the scripts in the correct folders in your Project tab. The script you want to have access must be inside the Standard Assets or the Plugins folder. The other script has to be placed outside these folders. After this step, just call the GetComponent() method as any other Component. Here’s a JavaScript example: Continue reading: “Unity3D: JavaScript->C# or C#->JavaScript access”

Unity3D: JavaScript vs. C# – Part 4

Click here to read Unity3D: JavaScript vs. C# – Part 4

This is the 4th post of a series that tries to explain the main differences between JavaScript and C# when programming for Unity3D. In this post, some differences between yielding (pausing) code execution in these two programming languages will be pointed out. Before continuing, it is highly recommended that you read the first, second and third other posts of the series.

As explained before, yielding pauses the code execution, being very useful to game programming, as you have a better control when things will happen in your game. Whether using C# or JavaScript in Unity3D, one can’t simply yield the Update() method. There is a workaround for that, but as you might have guessed, they are different for the two programming languages we are discussing. Since these workarounds are often used, they will be the examples presented on this post. Let’s start by seeing how to yield a JavaScript code: Continue reading: “Unity3D: JavaScript vs. C# – Part 4”