HackYourFuture First Game Development Workshop Report

HackYourFuture First Game Development Workshop Report

HackYourFuture First Game Development Workshop Report

OK! Today, HackYourFuture held their first-ever gamedev workshop titled “Introduction to Unreal Engine 4 Game Development Using Blueprint” at their Amsterdam office, which I’ve been given the opportunity to present to their alumni on HackYourFuture’s behalf.

Since I’m still very excited and fascinated by the culture of sharing and the friendly environment governed by HackYourFuture, I decided to share the presentation file which I did prepare for this four hour workshop under the terms of (CC BY-SA 3.0) Creative Commons Attribution-ShareAlike 3.0 Unported License, to be used by anyone who is either new to game development or is intersted in the topic. It’s jam packed with so much information for absolute beginners. Feel free to share and adapt according to your own needs under the terms of the license.

The presentation can be found at the end of this post in PDF, OpenDocument Presentation, or Microsoft PowerPoint formats.

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Post-Processing Effects in Cocos2d-x

Picture A: Gray (black and white) post-processing effect in Cocos2d-x

Picture A: Gray (black and white) post-processing effect in Cocos2d-x

Update [2020/10/23]: Since I wrote this tutorial many things has changed in Cocos2d-x and I haven’t been using it in years as I switched to Unreal Engine 4. According to this GitHub issue opened by my blog readers, in order for this code to work there has to be some modifications to the code which is provided on that issue by @lazerfalcon and @madrazo. I was also having trouble with render to texture on Sprite3D which seems to have been solved in newer versions.

Despite the fact that Cocos2d-x uses the OpenGL ES Shading Language v1.0 for the shaders (in order to learn more about the language, please refer to: OpenGL ES Shading Language v1.0 Spec) the engine does not provide an out-of-the-box API to apply post-processing effects to the whole game scene output at once.

In this tutorial we will learn an easy way to apply multiple post-processing effects to the game scene output all at once.

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Get nFringe to Work with Visual Studio 2012

As you’ve noticed there’s still no official support for Microsoft Visual Studio 2012 in recent Pixel Mine nFringe releases. While ago I came across an awesome forum post at Epic Games Forums which describs a simple process of getting nFringe to work with VS2012. Since then I’ve used it in my day to day development tasks and I had no difficulties at all using it. And damn, it’s pretty stable despite the fact that not officially supported by Pixel Mine. Even nFringe version 1.1 which I’ve tested is playing nice with VS2012.

The only prerequisite that you need is your previous VS2010 + nFringe installation to obtain some files from it. Once you’ve acquired these files you don’t need VS2010 or nFringe installer for further installations.

1. Open Windows Command Prompt (cmd.exe) and run the following commands:

> xcopy /E "C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\Extensions\Pixel Mine" "C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\Extensions\"
> xcopy /E "C:\Program Files (x86)\Microsoft Visual Studio 10.0\UnrealScript" "C:\Program Files (x86)\Microsoft Visual Studio 11.0\"

2. Open up extension.vsixmanifest in Notepad or your favorite editor and change VisualStudio Version to 11 (Note: In the following path change 1.1 with your nfringe version, e.g. 1.2).

> notepad "C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\Extensions\Pixel Mine nFringe (UnrealScript)\1.1\extension.vsixmanifest"
      <VisualStudio Version="11.0">

3. Run the following command to register nFringe extension in Visual Studio 2012:

> "C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\devenv.exe" /setup

4. Finally, you need to re-validate your nFringe license in VS2012.

Happy coding ;)