Drag and Drop in Unity Part Two

After getting a basic system of moving Items between different Containers, I needed to extend this slightly. First of all, I need some feedback of which container an item is going to, and also of restricting items to only some containers. In most games, only some containers are valid locations to drop an item. Feedback …

Drag and Drop in Unity Part One

I’m starting to experiment with Unity for a hobby project involving a card game. In almost any card game, there are certain areas of the table for a collection of cards. Whether this is the vertical stack in Solitaire, the lands in Magic: The Gathering or a hidden hand of cards that aren’t ‘on’ the …

SQLite in ASP.NET Core WITHOUT Entity Framework

Try and search for ASP.NET Core and SQLite and you’ll get a dozen guides to using it with Entity Framework. First of all, we’ll need an ASP.NET Core website and install the Nuget packages Microsoft.Data.Sqlite and System.Data.Sqlite. I prefer to use Dapper for my database access (hence not wanting to use Entity Framework), so go …

Hobby Projects, and Why I Missed An Update

Whoops, missed a scheduled post back there. I was expecting to be able to add a write-up about the MWWS charity tournament in Builth Wells, but unfortunately was struck down ill that weekend and was unable to attend. I was extra disappointed because I was supposed to be driving two other players to the tournament, …

My thoughts on HTML5 at Microsoft TechDays 2011

I’m beginning to neglect this blog as much as the Year of Frugal Gaming that I also write for (check it out, our glorious leader Frugal Dave recently picked up a stylish blogger award! I’m thrilled to be in such company!) and I’ve written a post over there on what I’ve been up to gaming …

Learning Unit Testing XI – Difficult Terrain Is Difficult

As the title clearly states, difficult terrain is going to be hard. It will involve a replacement of the ‘get distance’ code that takes into account that strict distances are not the same as movement distances – the idea that four inches of distance may cost five, six or more inches of movement (which is …

Learning Unit Testing X – Finishing Hiding

Last time, I got the tests for Charging out of the way, and got through a raft of simple checks for Hiding. This time, a few of the more complicated checks. First off, a model can move around while hiding as long as it remains out of sight. I’m not sure how to be checking …

Learning Unit Testing IX – Moving On With Movement

Having gotten those knotty problems with world management, distances, directions, etc all out of the way I can finally move off of page 10. So what’s next? Page 11! Hooray! It begins with a description of a charge move. A charge works like a run, at double-move rate, with the model (hopefully) ending up in …

Learning Unit Testing VIII – Emergent Design

I’ve been bracing myself for this moment since I started the project – I’m coming to believe that I’ve been heading in a slightly wrong direction. Part of TDD is the idea of ‘emergent design’, and letting the correct design emerge from the process of writing minimal code to pass tests. At the same time, …