AutoFixture in ASP.Net Core πŸŽ₯

Hello, πŸ‘‹

This is my first video blog post in which I try to explain AutoFixture.

Here’s the test case referenced in the video and the code repository for the Retroactiune project.

I used the following packages in my project.

        <PackageReference Include="AutoFixture" Version="4.17.0" />
        <PackageReference Include="AutoFixture.Xunit2" Version="4.17.0" />

Thanks for watching! πŸ™‚

MAD: Game DevLog #4, Main Menu, Camera Shake and Enemies

Hello everyone!

Here’s what we did for our 4th devlog:

We’ve added a game menu to the game it is interactive and it’s working without any code at all. Thanks to Brackeys for making awesome tutorials, here’s the one we used for the menu:

After creating the main menu, we wanted to juice up the game a little and we’ve researched a ways to shake the camera when a bomb explodes.

The fist approach was naive and it didn’t work. I was taking the camera’s position and moving it randomly, which felt robotic. Luckily for us, Unity has a built in perlin noise generator for Cinemachine, the package we use for managing cameras.

The Perlin noise was developed by Ken Perlin and it is:

a technique used to produce natural appearing textures on computer generated surfaces for motion picture visual effects.

Unity also lets us tune the generator by modifying its amplitude and frequency parameters, which makes it very convenient to use.

Last but not least we weren’t satisfied with the enemies, we still have some bugs with their behavior but Andrei was there to fix them.

What I did instead was to try to make some decent enemy sprites in Aseprite, Cosmigo Pro Motion doesn’t work on my Mac :(.

Snow Enemy v1

Since I don’t have enough practice my sprites don’t look that good, I tried to keep them as simple as possible and I’ve only used two key frames when animating them.

If you want to start making Pixel Art there are lot of free tutorials on the internet. Here’s some to get you started:

Thanks for reading and have a nice day!

MAD: Game DevLog #3

Hello everyone!

I don’t have much to tell so I’m going to make it quick.

We’ve added Android build support and we’re working on setting up an internal test app on Google Play.

In order for the game to be playable on Android we’ve also added mobile controls and I got the chance to make them.

Here’s the button for placing the bomb:

To simplify our life we’ve used the CrossPlatformInput module from Unity’s standard assets package, this allows us to support PC, consoles and mobile devices with minimal code and configuration.

The current state of the game has some minor bugs with the enemies, explosions and UI, which we hope to fix soon.

I would like to thank Jan from Cosmigo for his amazing customer support he has given me while I was purchasing Cosmigo Pro Motion.

MAD: GameDevLog #0

It’s been a while since I wrote an article and this one is a bit different. I joked one day with a two other friends to make a game, and somehow the idea was very well received, we teamed up and started pitching game ideas. We are three friends. Me and Andrei are good with coding and Max is good with arts.

The problem was that me and Andrei aren’t video game developers, the only thing that we’re both experts at is to write hello world in many different programming languages.

After analyzing what engine should we use for our game we decided to go with Unity. We spend the last 3 weeks making concept art, doing Unity tutorials and brainstorming ideas for our game. After gathering some ideas we decided to make an old style game, inspired by the classical NES Bomberman.

Me and Andrei were learning Unity while Max, our artist continued to draw and make assets for the game.

So far, we got to the point where we completed the player movement part, the camera part, and somewhat the world part. The other stuff is still in development. This is our very first time we collaborate and it is also our first attempt in making a game. I’m curious what the future will bring us and how the project will continue to develop.

After finishing the game we’d like to release it for PC, Android and Xbox.

Lastly, I’m glad that Max (@maximilianbtw) has decided to chose Pixel Art for the game, I think it looks great and it brings back lots of memories from games that we’ve grown up with.

Thanks for reading!