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Showing posts from October, 2013

Reverse Engineering Unity Games

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Hi. Today I will be writing about my efforts regarding reverse engineering unity games. As you may have read in a previous post, I have recently lost all my project files in a horrific idiot hard drive reformatting disaster. I was able to get my final builds back from some people I had sent it to... and actually, it just occurred to me yesterday that I had sent Unity QA a repro project for echobox that had almost all of the final source in it (except for the visualization portions and the level design), but they have yet to reply about sending me the project.

A bug or a feature? So it turns out that reverse engineering Unity games is actually quite possible, and even somewhat easy. Is this a feature or a bug? In my case, I have a legitimate reason to reverse engineer as much code as possible from my game executables, because it will save me a ton of work trying to rebuild what I've lost. For others, I imagine this is somewhat of a headache. There is an extensive forum post about t…

Bad Things Happen to Bad Things and Everything Else

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Hi! Ok, so while I was trying to upgrade my PC to Windows 8.1 RC, I ended up deleting all my game project files forever! And also all my documents. Basically, I've lost about 30 hours of work on Bad Things (the last three days of the ultracrunch) and everything else from the beginning of July. Yep, that means the source for echobox is gone forever. Which is bad. As I mentioned before, I have to give a presentation on echobox and the Rift integration in about two weeks. So this is pretty terrible. Of course, the actual executables are still available for the panic build and the echobox demo. Those might prove useful for decompiling later, but I don't know if it's worth spending time figuring out how to get that information (a cursory search suggests that it is not that hard!?).

Should I give up on Bad Things? Well, I guess the major advantage of continuing to work on Bad Things instead of starting, or resuming work on other game projects is that I've already got a bunch…

Networking Things in Boston

Yeah! I've been doing fuel cells work again, and also Final Fantasy XIV (shhhh). So, the post today is going to be about some cool networking things in the Boston area. But first:
Feedback on the prototype The feedback so far has been mostly Bad! Which is Good if you're trying to make a game that is Bad? or is it? I'm unsure. The feedback has been good, I mean, and that the feedback is that the game is bad. Which is totally understandable. Rami said he'd play it, but has yet to do so, or at least tell me his thoughts on it. Some interesting bits of feedback: Art scale is offThere is no way to quit without alt-f4Without reading the instructions, the game is impossible to playThe mouse cursor shows up while you're playingPutting stuff in the reactor isn't funIt's hard to tell which room is which from the mapThere are some bugs with barrels and the megatongs and also barrels and the oxygen stationThe oxygen station doesn't make sense to anyone, even if you …