Titan Attacks

CLR -> JVM converters?

Theoretically, you could write a Java library that maps to the Unity3D C# API. You could then write your game entirely in Java using Java tools. When ready to deploy, convert the java bytecode to a CLR dll using IKVM. Then just use this dll with Unity3D as normal and create an output for one of Unity3D’s supported platforms. Although seems doable it would be a ton of work.

CLR -> JVM converters?

Unity runtime is 95% of c++.
http://aras-p.info/blog/2013/11/08/some-unity-codebase-stats/

Unity runtime is 95% of c++.
http://aras-p.info/blog/2013/11/08/some-unity-codebase-stats/

Does this game have any protection against piracy? A Chinese website recently put full version of “Titan Attack” and “ultratron” to download for free. There are already more than 1000 download made for “titan Attack”.

Does this game have any protection against piracy? A Chinese website recently put full version of “Titan Attack” and “ultratron” to download for free. There are already more than 1000 download made for “titan Attack”.

if JET creates x86 binaries… wouldnt those potentially work on PS4 ?

if JET creates x86 binaries… wouldnt those potentially work on PS4 ?

Time is your most valuable resource. Don’t spend it on the people not willing to buy the game in the first place. At most, add very basic anti-piracy protection in your games, but it’s mostly to prevent people from copying their installed game and sending it to somebody else, expecting the copy to still be registered. There’s a bit more to it, but why fight piracy when you can develop your new game instead.

And “fighting piracy” is a lost battle. There’s no margin in spending more a minimal amount of time. All extra effort is pure waste.

Time is your most valuable resource. Don’t spend it on the people not willing to buy the game in the first place. At most, add very basic anti-piracy protection in your games, but it’s mostly to prevent people from copying their installed game and sending it to somebody else, expecting the copy to still be registered. There’s a bit more to it, but why fight piracy when you can develop your new game instead.

And “fighting piracy” is a lost battle. There’s no margin in spending more a minimal amount of time. All extra effort is pure waste.

I was working on a unity’esk visual editor for libgdx. Basically, interfacing with objects in the world in code is done via IDs and a hashmap. Problem was time and lack of motivation. Also, libgdxs GUI libraries was acting up.

I hate most things in unity except for how easy it is to interface with code. Writing components and then putting them on objects is too easy. My idea was that objects in the game world would have an ID that you could then use to get a reference. That way code stays separated from the Visual Editor.

I was working on a unity’esk visual editor for libgdx. Basically, interfacing with objects in the world in code is done via IDs and a hashmap. Problem was time and lack of motivation. Also, libgdxs GUI libraries was acting up.

I hate most things in unity except for how easy it is to interface with code. Writing components and then putting them on objects is too easy. My idea was that objects in the game world would have an ID that you could then use to get a reference. That way code stays separated from the Visual Editor.

Hey Cas, any word on sales on PS consoles yet?
It would be interesting to know if this collaboration with Curve turns out to be a viable business case or not.

Hey Cas, any word on sales on PS consoles yet?
It would be interesting to know if this collaboration with Curve turns out to be a viable business case or not.

I suspect I shouldn’t divulge actual figures at this stage in public but it’s doing OK. I have some hope for an Ultratron port.

Cas :slight_smile:

I suspect I shouldn’t divulge actual figures at this stage in public but it’s doing OK. I have some hope for an Ultratron port.

Cas :slight_smile:

Cool, good to hear it’s doing well.