Words A lot of app and game development is just data entry, and I hate to waste all that work. So I just placed on github the list of words I compiled for a typing game, reformatted in JSON so you don't have to wrangle with the C# array I hardcoded
HyperBowl Scripts I've been telling HyperBowl users I'm no longer working on the Unity version of the game, and to show I'm serious, I just placed the HyperBowl Unity scripts on github, in a repo that already contained a bunch of general-purpose scripts (also used by HyperBowl) which may or may not
The Sequel is Never Better When Apress contacted me about four years after publishing my Unity book for a second edition, citing the good reviews, I declined, citing their lack of marketing (not even a tweet), tendency to drag out payments (the $4000 advance was split into three installments rounded down, so they owe me
Old Unity Scripts There just aren't enough pins on my github profile, so I'm forced to consolidate some repos. Today I combined my old fuguunity and fugueditor repos into a more boringly but perhaps better named unityscripts repo. If you're on the search for old Unity scripts (but not too old, they're all
HyperBowl on the Small Screen Published earlier on Gamasutra and the Unity website. Game Data Publisher: Technicat, LLC (Fugu Games)Release Date: July 2009 (App Store) and May 2011 (Google Play)Number of Developers: 1 (not counting all the original HyperBowl developers)Number of Contractors: 0Length of Project: 6 years (and counting)Development Hardware: A
How I Met Unity This is the preface I wrote for the first edition of my game programming book Learn Unity 4 for iOS Game Development. My preface was removed in the second edition, so here it is for posterity. Technically, I first started programming on a TRS-80 in my junior high school library,