V3ctors All Day
This week’s lessons covered a large amount of Vector math and ways in which to visually understand it.

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V3ctors All Day
This week’s lessons covered a large amount of Vector math and ways in which to visually understand it.

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The Thirteenth Hour Podcast #367: Custom Action Figure Updates, Final Faction, and Rocketeer Video Game Updates
Making a 3.75" custom #Rocketeer figure from an Avengers Iron Man figure, Thirteenth Hour figure updates, and making pixel art and a full backstory for the Rocketeer game!
The Thirteenth Hour Podcast #367: Custom Action Figure Updates, Final Faction, and Rocketeer Video Game Updates https://archive.org/download/podcast-367/Podcast%20367.mp3 This week, I talk a bit about a few concurrent projects such as making 3.75 inch Rocketeer figures from a 3.75″ Iron Man toy as well as the Rocketeer video game I’ve been working on. The Rocketeer prototype so far with the…
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The Thirteenth Hour Podcast #363: Starting to Make Video Games Again!
Never thought I'd say this, but I decided to start making games again after discovering @gdevelopapp. So, the first game to learn the program will be none other than a short #Rocketeer side scroller. I can even reuse some #pixelart from before!
The Thirteenth Hour Podcast #363: Starting to Make Video Games Again! https://archive.org/download/podcast-363/Podcast%20363.mp3 This week, I talk a bit about two upcoming projects – starting to make video games again after a few decades of not doing it! Though I’ve used a number of the animations and sprites I made in various things, most recently the music video of Logan using the music Jeff…
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Como estou produzindo um #shmup eh bom ficar ligado no que está rolando no mercado lendo a @shmupmania pra saber as novidades dos jogos de navinha #spacesaviourspecial #indiegame #gamesdevelopment (em Campinas, Sao Paulo) https://www.instagram.com/p/CbppcKEuyoK/?utm_medium=tumblr
C# Unity Revision Notes - Part 2: Different Types of Operators
Operator [Programming] - A symbol that tells the compiler to perform specific mathematical or logical manipulations
Compiler - Converts high-level programming languages [The last tab (4): ‘Assem/Interp/Compiler‘ has the most relevant information] (That use human words) to low-level programming languages/machine code [E.g.: C# down to Binary Code (Uses 0′s & 1′s)]
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The Main Operator Types are:
Arithmetic Operators [Maths]:
+ (Plus) - (Minus)
* (Times) / (Divide)
% (Modulus)
++ (Add 1 each Time) -- (Minus 1 each Time)
Relational Operators [Comparisons]:
== (Are they equal?) != (Are they NOT equal?)
> (Is the left value greater than?) < (Is the right value greater than?)
>= (Is the left value greater than or equal to?) <= (Is the right value greater than or equal to?)
Logical Operators:
&& (And - If both are true...)
|| (Or - If either are true...)
! (Not - If the opposite is true...)
Assignment Operators:
= (Assign value)
+= (Adds the two variables then assigns to the left variable)
-= (Subtracts the right variable from the left, then assigns to the left variable)
etc.
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A programmer can access components within Unity using the ‘Dot Operator’ (’.’) and can control these components through scripts. Using the ‘Dot Operator’ is the equivalent of typing up an address (E.g.: ‘Country.State.Suburb’) - or opening up files to access files within.
For example, in the line of code below (Figure.1), the programmer asks Unity to find the renderer of the GameObject the script is attached to, access the ‘material’ of the GameObject within the renderer, then access the ‘color’ sub-category within the material. Once the color of the GameObject is found, the programmer can change the color of the material on the GameObject to red using the ‘Assignment Operator’: ’=‘.
Figure.1 (Change-Material-Color.jpg, 2020).
Extra Notes:
Boolean Values: 1 = True, 0 = False
Use ‘Debug.Log’ to get the Unity console to display any variable/result - for testing purposes
Leaving comments within scripts is a way for programmers to quickly communicate with one another about how each script works
Use ‘//’ to leave a one-line comment within the script, or use ‘/’ + ‘*’ before a comment & ‘*’ + ‘/’ at the end of a comment if it takes up multiple lines
The below screenshot shows an example of the two different ways comments can be written within a script [Comments in the image = green text]:
Figure.2 (CommentsExample.jpg, 2021).
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References:
Change-Material-Color.jpg [Screenshot] (2020). Norman, H. Perth, Australia
CommentsExample.jpg [Screenshot] (2021). Norman, H. Perth, Australia
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C# Unity Revision Notes - Part 1: Variables & Functions
‘Scripts’ - are considered to be ‘Behaviour Components’ within Unity. They are applied to GameObjects & can be seen within the ‘Inspector’ (Unity UI). Whatever ‘instructions’ are typed within a script attached to a particular GameObject, apply to that specific GameObject. The act of typing up a new script or editing an existing one is called scripting (A.K.A: Programming).
‘Statement’ - A single line of code (that ends in a semi-colon - in C#).
‘Variables’ - represent/hold information (like ‘digital boxes’). There are different types of variables that hold different types of information:
Variable Types:
int = ‘Integer’ - Whole numbers
float = ‘Floating Point Numbers’ - Decimals
bool = ‘Boolean’ - True or False
string = Words/Sentences - e.g.: ”Hello World!”
char = ‘Single Characters’ - e.g.: ‘A’
Just below (Figure.1) is an example of how a variable is typed up in C#. One starts by specifying the variable type, then gives the specific variable a name, then assigns information (data) for it to hold using the ‘Assignment Operator’ (’=‘). Variable names should be written in ‘camelCase’.
Figure.1 (VariableStructure.jpg, 2020).
Establishing the variable type and the name of the variable is the ‘Declaration’ of the variable. The ‘Initialization’ of the variable is once the variable is has been assigned specific information to be used within the script (Figure.2).
Figure.2 (Declaration&Initalization.jpg, 2020).
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‘Functions’ - (also known as ‘Methods’) - are blocks of code dedicated to a particular purpose which can be called from other parts of your code. They take in variables to use and ‘return’ variables (as results) after Unity is finished performing the tasks that make up the function. [‘Void’ type functions are the only functions that don’t return anything (The word ‘Void’ itself means ‘nothing’)].
As functions can be ‘called’ more than once, they are a great way to optimise code. If a programmer reuses code that has already been typed up as much as possible, then that saves them time and effort typing up new code.
The Basic Structure of All Functions (Figure.3):
Figure.3 (FunctionStructure.jpg, 2020).
‘Visibility’ refers to whether a function is set as ‘Private’ or ‘Public’ (Both variables & functions can be ‘public’ or ‘private’. If not specified, they are ‘private’ by default. Public functions/variables are accessible within other scripts and within the Unity Editor)
The ‘Return Types’ to choose from are the same as the variable types (+ ‘Void’)
The ‘Function Name’ should be a name that indicates what the function does for the sake of clarity (& should be done in ‘PascalCase’).
‘Parameters’ - What ‘outside’ info needs to be fed into a function just before it’s called in order for it to work (In the form of values &/or references)
One can call a function simply by typing the name of the function and adding curly braces for the parameters that are needed. If there aren’t any, then they’re left bare (E.g.: FunctionName();) (Figure.4).
Figure.4 (CallingFunction.jpg, 2020).
A function that has a result requires a declared variable to hold this end result within, before this information can be sent out to other parts of a script using a ‘return statement’ at the end of the function. (One can call a function within another function).
Here are some examples of specific functions that already exist with Unity from the beginning and their purposes: (Figure.5).
Figure.5 (ExampleFunctions.jpg, 2020).
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References:
CallingFunction.jpg [Screenshot] (2020). Norman, H. Perth, Australia
Declaration&Initalization.jpg [Screenshot] (2020). Norman, H. Perth, Australia
ExampleFunctions.jpg [Screenshot] (2020). Norman, H. Perth, Australia
FunctionStructure.jpg [Screenshot] (2020). Norman, H. Perth, Australia
VariableStructure.jpg [Screenshot] (2020). Norman, H. Perth, Australia
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This is Adam Abqary. He’s 9 years old. Besides playing game, he loves to develop games too. Previously we learned using Buildbox together. But when he wanted to upgrade and learn Unity, unfortunately I am not able to guide him 😅 so he has to get his Uncle Zul to help teach him Unity. And now he has learned Roblox Studio on his own. Last few months he also did almost all the courses in Hour of Code by himself - he spent time watching the videos and learning and try to overcome the challenges by himself as I am a bit tied up with work commitments. Currently, every morning he will try develop in Roblox Studio - i think this is like the Roblox’s game world probably? And I hope he will be able to achieve success in his quests. What do I need to do to help him become better in this? #adamabqary #gamesdevelopment #learning (at Bandar Baru Bangi) https://www.instagram.com/p/CIXOcaLpf1m/?igshid=qnaqlvh6re76
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