Posts

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  ab...

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 ...

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 off There is no way to quit without alt-f4 Without reading the instructions, the game is impossible to play The mouse cursor shows up while you're playing Putting stuff in the reactor isn't fun It's hard to tell which room is which from the map There are some bugs with barrels and the megatongs and also barrels and the oxygen station The oxygen station doesn't make sense t...

Bad Things Happen in Space: Panic Build

So it's done. I completed Rami's challenge... only 13 hours late. I don't really know what the conditions were for him to play my game or what I'd get or if anything  would happen at all if I completed it on time. I suppose that the main idea behind the challenge was to get me to   build a prototype at all - and it worked! Here's the link:  https://docs.google.com/file/d/0B209xEE7EEixNDNERDNlMlhmbU0/edit?usp=sharing I don't know what the bandwidth limits are like on google drive (cursory search indicates within the range of 600 mb/day), but if the link doesn't work, try again later. Or tell me, and if it gets to be too much of a problem, I'll host it somewhere else. I'll copy and paste the shitty instructions I wrote: controls: wasd to move shift to sprint left ctrl to crouch space to jump (though you can't jump very high without hitting your head) e to interact q to drop an item if you're holding one each tool has two modes o...

Moving, VRJam, Bad Things, Rami's Challenge

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Hey Everyone! I've been doing a lot of stuff over the last month. Let's start at the beginning. Moving to Boston Yeah, I did it. This place is cool, but expensive and what do people do with their cars? My room mates are the coolest dudes/ladydudes and they're actually probably even smarter than me. In fact, I am writing this blog post during sanctioned house writing practice . Otherwise, I would be furiously developing Bad Things for a reason I will reveal shortly. Oculus VRJam Yeah! I made a super sweet technology showcase thing for the Rift that apparently nobody cared about. I didn't place as a finalist, and my guess is because: 1) I didn't actually make a game (it's a music visualization experience). 2) some bugs. 3) needs a very high end gaming computer to run. If you have a Rift devkit you can try to download and play it here . Keep in mind that you'll need a super fast computer. It runs at 60 fps on my development machine ...

Indiecade and Oculus Rift vrjam

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Hey! It's been two weeks since I've last posted an update and again, it's because I haven't actually done that much work on Bad Things. I've got some boring level editor stuff working, like saving the level using XML serialization, but loading it up isn't quite there yet. I'm still doing fuel cell work too, but that should be over this week. At any rate, I'm going to be working on the Oculus and Indiecade Rift vrjam thing!  Also: 1000 blog views! Party! That's a mouthful Yeah, but it's awesome. There's a bunch of prizes, and well, It'll be cool to make some cool stuff for the rift. My idea is to make a game about perspective. People don't usually get to see things at different scales; I think it will be cool to see things from an unusual perspective. Perhaps the scale of an insect will be interesting? There's Pikmin, but that's all I can think of. Also there's... Echolocation All you have to do is implement so...

Level Editors are Boring in Space

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It's true! Writing a level editor isn't super fun. Burn down the level editor: The fire still works! Kinda. First, a quick update before we get on to the level editor. I am (not) secretly a fuel cell system controls programmer. Recently, a company I've previously contracted for contacted me to do some crazy-not-enough-time rapid fuel cells programming; and also you have to build the whole system by yourself because the other engineer is harvesting his crops (not a metaphor). In my efforts to quit my job and make video games, I have become a fuel cell system engineer. Oops . Luckily, it's only for the next week or two, so progress on Bad Things should be more exciting after that. Also, Unity 4.2 is officially out. Now I can talk about all the beta secrets! Err, well, I pretty much did that anyways. I am not the best with confidential information. I am slightly surprised they released with this version because some stuff is still broken (TC particle settings don...