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riften (guest) 13 Dec 2017 21:22
in discussion Hidden / Per page discussions » Hello World - Your First C# Program

This question is kinda stupid. But I can't find the "Console Application" in my templates?

by riften (guest), 13 Dec 2017 21:22

Hey everyone,

I've been slowly finishing the Window Store release of Tunnel Lords. It has been a fair amount of work, but I've been picking away at it a lot slower than in the past. It is getting pretty close though. I've got a couple of tough bugs to crack and then off to some actual playtesting.

Right now, I'm having difficulty with the game switching between landscape and portrait mode when you rotate a tablet. When compiling the code for UWP, I can set properties in Package.appxmanifest that force the program to stay only in Landscape or Landscape-flipped mode. However, Package.appxmanifest is only available in the UWP build and not in the MonoGame Windows build.

There is a property in GraphicsDeviceManager called SupportedOrientations. I can set this property to only support Landscape, but the game still allows switching into Portrait mode with this property set.

graphics = new GraphicsDeviceManager(this)
    SupportedOrientations = DisplayOrientation.LandscapeLeft

I was wondering if anyone has experience with how to do this properly for a Windows build that is not UWP specific? In particular, it is a problem if someone plays the game on a 2 in 1 and switches to tablet mode for some reason, as it really messes up the resolution when it rotates. I'd like to be able to release the game on Windows outside of the Windows Store/UWP.


Tunnel Lords by Brett208Brett208, 12 Dec 2017 05:05

I'll be around for this competition. I've got a lot going on in December, so I'll try to post some on my progress, but it probably won't be anything formal or lengthy.

I'm still working on Tunnel Lords
Currently working out some resolution change bugs.


I'll join in this one. I'm not really sure what I'll work on yet, maybe something new. Once I've got an idea, I'll create a thread for it.

I'll be in on this one as well. My dates might be slightly out of official because of some personal things going on, but I'll still get in my 31 or 100 days here somewhere!

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

I'll for sure be joining this competition, I'll be busy the first weekend doing the Unity Collab, but chances are Ill be using most of that code in my game for the competition.

Like usual, I will be continuing my "Future Game" and my goals are a little different.

I currently am using a trello board, and on it I have updates planned and the tasks for each update. There is 1-2 "Star" items per update, and I have about 6 Stars before another Public release.

So.. My goal will be to complete 2 Stars per week and make a public release at the end.

I'll repost my "Future Game" thread closer to the beginning of the competition with updated goals.

I am joining "The Empire" this competition.

In these competitions, we like to include some little side quests or bonuses, styled after the Achievement Unlocked! meme of video games. Below are your very own Achievements to unlock while you work your way through the competition!

These achievements are self-claimed. When you feel like you've met the criteria for the achievement, then claim it as your own accomplishment! (Most people list their achievements in their game's development thread, but it's not required.)

This list is not exhaustive. If you feel like you've done something that deserves recognition (or a self-deprecating dubious award about new creative ways you wasted time) add a new post with the achievement so everybody else can claim it too!


Leveled Up: You learned something that you didn't know that you can reuse in other games or other programs.

Prototype: You have something that could loosely be called a working game.

Victory: Beat your game for the first time!

The Great Unveiling: Provide a download for your game.

Additions: Add at least one game feature that you weren't planning on or didn't think you had time for.

Seeing the Matrix: Share your source code with the people in the competition via GitHub, BitBucket, or a simple download.


Taking Aim: Set a goal for yourself for one week (or the full length of the competition).

Claim Adjuster: Change a goal during the competition after seeing it not go so well.

Stay On Target: Take the time to re-evaluate your goals during the competition, and determine that they're working.


Law of Live Demos: You show your WIP to somebody. Something goes horribly wrong.

Happy Accident: You accidentally create a bug that leads to humorous results. Post the video or screenshot in the Happy Accident thread.

Time Machine: Worked for over an hour on code that you rip out.

"Research": You spend a few hours playing a game when you should have been making one.

Monday: The entire weekend went by and you didn't get any programming done.

Wait, We Were Supposed to Make a Game?: Go for a full week without spending any time on the game.

Insufficient Vespene Gas: Eliminate at least one game feature due to time pressure or lack of programming knowledge.

Game Features

Game Over: You add the ability for players to lose the game. (Also, you just lost the game.)

Gratuitous Blood: Your explosions and deaths result in far more destruction than is necessary or even believable.

A Box Without Hinges: Create an Easter Egg and hide it somewhere in your game.

Konamified: Make the Konami Code do something interesting in your game.

Special Thanks: Create a credits screen which list all those who have contributed to your project.

Plot Whole: Create a story (however simple) and implement it into your game.

I'm Sorry, Dave. I'm Afraid I Can't Do That. Add an AI enemy, opponent, or component to your game. It doesn't have to be any good.

Two Can Play This Game! You make your game multiplayer (same computer/device, LAN, or Internet all count).

Heads Up: Add a Head-up Display or other UI overlay to your game.

Widget Factory: Add a UI of some sort to your game, with buttons, sliders, check boxes, etc.


Head Banger: Use recursion in some form in one of your games.

Jurassic Programming - While making your game run into a situation where you must add a ton of code lines to get something to work. (IE: adding points into a collision detection array) - "I wrote a million lines of code to run this park!"

Less is More: Lines of code ain't everything. Sometimes, the best solution is to refactor to eliminate redundant lines of code, leaving you with less but better designed code. Do this and unlock this achievement.

Art and Sound

It's Just Temporary: You put in artwork in your game that you claim is temporary, until you or your friend can provide you with better art.

8 is Enough: Use old school 8 bit graphics or sound/music in your work. Could also be a midi file on the music side.

Hang it on the Fridge: You create at least one piece of art (sound, texture, model, sprite, etc.) for your project.

Artistic: You create four pieces of art for your game.

Vincent van Gogh: You create 10 pieces of art for your game.

I'm a Lover, Not an Artist!: You get all, or most of your work, from online sources and do very little of your own artwork.

Silence is Not Golden: Add sound effects or background music to your game. 8 is Enough optional.


1 Hour: You spend at least 1 hour working on your game during the competition.

10 Hours: You spend at least 10 hours working on your game during the competition.

25 Hours: You spend at least 25 hours working on your game during the competition.

50 Hours: You spend at least 50 hours working on your game during the competition.

100 Hours: You spend at least 100 hours working on your game during the competition.

Ā½KLOC: Your game reaches 500 lines of code. You're off to a great start!

1KLOC: Your game reaches 1000 lines of source code. Making progress! Excellent!

2KLOC: Your game reaches 2000 lines of source code. Keep it up!

3KLOC: Your game reaches 3000 lines of source code. Your game definitely has some weight behind it!

5KLOC: Your game reaches 5000 lines of source code. Well done!

10KLOC: Your game reaches 10000 lines of code. That is a lot of zeroes! And it's 16 in binary! (That makes it sound… rather unimpressive!)

15KLOC: Your game reaches 15000 lines of source code. Are you programming in your sleep or something?

20KLOC: Your game reaches 20000 lines of source code. Are you just copying and pasting lines of code to unlock achievements?

25KLOC: Your game reaches 25000 lines of source code. OK, you must be cheating. How are you writing this much code?


Applying Research: Spend at least an hour programming when you should be doing something else.

Moral Support: Leave a comment on somebody else's game thread with (constructive) feedback.

3 AM Code Fest: You spend several hours programming your game between the hours of midnight and 6 AM. Beer and pizza optional.

Back of the Line: Don't get started until the competition is well underway.

The Thinker: Spend a hour thinking through a complicated piece of code and get it right first try.

The Tinker: Fiddle with a complicated piece of code and get it to work only after a lot of failed tweaks.

Way to Brag: Claim at least 15 achievements.

The Buddy System: Spend all or part of the challenge building a game in a team.

Lonely: Program on a Friday or Saturday evening.

Change Of Plans: You stop making the game you originally entered and instead enter a new one. Whether you got bored, stuck, or whatever, the whole point is to have fun and make something you like!

Thinking Ahead: Spend time before the start of the competition planning your game.

Open Invitation

This list is not intended to be comprehensive (despite being "official"). If you come up with something else that you think is deserving of recognition or note, please help us add to this list by posting below.

Achievements by rbwhitakerrbwhitaker, 19 Nov 2017 20:12

The Fall 2017 Game Development Competition (Competition #13) will run from 1 December 2017 to 31 December 2017.

The goal of this Game Development Competition is more about providing the right kind of motivation to get you to actually sit down and build a game than it is to prove you're a better coder than everyone else. As such, these rules are pretty light, and pretty casual. If one or more rule doesn't suit your needs, feel free to be a Competition Rebel, break the rule, and enjoy the competition anyway.

These rules are tentative. If you want to suggest a change to the rules, post a comment below and we can talk about it as a community.

Picking Goals

Because the focus of the competitions are to get things done on a game, the competition doesn't prescribe how much or what parts of a game you should make. Instead, you must choose a specific goal for yourself.

There is a preference for process goals over target goals. The following are target goals:

  • I'm going to complete a game in the 31 days of the competition.
  • I'm going to add networking to this game I've been working on.
  • I'm going to build enough of a game that I can start play testing it with others.

These are good goals, and the competition doesn't discourage using these types of goals, but…

These are process goals:

  • My problem is that I keep doing other things instead of working on my game. My goal is to dedicate at least 6 hours every week to working on my game so that it can actually progress.
  • My problem is that when I sit down to work on my game, I get distracted by other things. My goal is to eliminate my distractions when I program by turning on my Strict Workflow Chrome extension to block Facebook, YouTube, etc., close Discord, and put my phone in the other room while I'm working on my game.
  • My problem is that I put my life on hold when I start working on a game and burn myself out by doing nothing but game dev. So my goal is to get at least 8 hours of sleep and spend 30 minutes taking care of other life responsibilities before moving to game dev.

Target goals are not bad. We eventually want to get that first game out there. But software development is extremely difficult to predict. Something comes up and suddenly, your target goal is out the window and you lose motivation for continuing because you can't hit your target anymore.

This is what makes process goals better. Process goals are way less prone to surprises happening. The outcome of a process goal is nearly always the result of your own efforts and decisions, not some external surprise.

A key part of the competition is picking one or more goals to aim for during the competition. Process goals are preferred, but target goals are also acceptable.

Another key part is continually re-evaluating your goals. You are not only allowed to change your goals during the competition, you're strongly encouraged to re-evaluate them and decide if they need to be adjusted. (This is commonly done as a part of our weekly sprint cycle.)


1. You must choose goals for yourself. Since the competition doesn't prescribe exactly what you must complete on a particular game, the burden is on you, the participant, to decide what you need to accomplish during the competition. Pick one or more goal for the competition and list it in your forum thread or elsewhere that people can track your progress. Process goals are preferred to target goals, but both or either are allowed.

2. Show your work. To count as a "win", you must show your progress to the other participants. The most common way to do this is by creating a forum thread for your game in the competition's section of the forum. In your thread, you can post status updates, screenshots, and even downloads for the game. (Even source code, if you want to make the game open source.) Some people post daily updates or weekly updates, but at a minimum, final results are required to meet this requirement.

At least weekly updates are strongly encouraged, as the community tends to have a weekly sprint/cycle/cadence. A week is usually enough time to show some amount of progress, and keeps you moving forward one week at a time. For most people, this ends up being Sunday evening or Monday sometime.

3. Making sellable games is strongly encouraged. Not that you have to actually attempt to sell it, and not that if you tried to, somebody would pay money for it, but you should be carefully watching licensing agreements an avoid copyrighted material (or get permission from the copyright holder). For anything that requires attribution, the copyright holder should be listed in the credits.

Beginners can have an exception to this rule. If you've never made a very large project before, it is probably better to start by cloning a really simple game first (Tic Tac Toe, Pong, Breakout, etc.) to start to figure out how to build functioning games before tackling the magnum opus floating around in your head.

4. No restrictions on team size. While most people tend to work alone, working in a team is allowed and encouraged. If you don't have a team, post a message in the competition's section in the forum and ask for people to join you or express your interest in being a part of a team.

5. No restrictions on tools, engines, frameworks, languages, etc. The competition doesn't prescribe any particular language or engine. Use whatever you think is best for you and your game.

These rules are quite different from earlier competitions, so if you have questions, comments, or suggestions to improve them, comment below.

Official Rules by rbwhitakerrbwhitaker, 19 Nov 2017 20:10

Like usual, I'll be joining the competition again this time. I'm planning on continuing with the game I started in the last competition, and have been working on, here and there, since. It's my 1-part Asteroids, 1-part Kerbal Space Program, 1-part Space Engineers, 1-part Firefly/Serenity game. My goal is to get it to a state where it's actually fun to play. Right now, I've got some of the most important game mechanics in place, but there's still a lot of peripheral things still needed for it to truly function as a game. If I can get far enough, then I'll consider putting it into the Dream.Build.Play competition, though I think I'd need to pick up the pace dramatically to make that happen.

This thread is the place to sign up for Competition #13!

Signing up isn't mandatory (you can do the full competition without ever signing up) but signing up is a great way to make a public commitment to the world that you're going to work on a game for 31 days and try to produce something interesting.

Please feel free to sign up below here to get the ball rolling!

Competition #13 Signup List by rbwhitakerrbwhitaker, 19 Nov 2017 20:06

OK, well I think it sounds unanimous, at least from the people who actually weighed in. Let's shift it back and start it December 1st, and end it December 31st. Coincidentally lining up with the actual month boundary, which is nice. I'll be posting a signup thread, rules, and the usual stuff soon.

Here's my work for Week #1. I feel so rusty with Blender! It's crazy how little I remember from six months ago. But I suppose if I haven't touched it in that long, I shouldn't be too surprised.

I've been working on my Asteroids-style game all week and have that in my head. So I decided to maybe play around with making some 3D models of the drawings that are in that game. So the screenshot below contains two cargo modules and a decoupler, in sort of an exploded view.

RB's Challenge Thread by rbwhitakerrbwhitaker, 13 Nov 2017 04:42

Same for me. I gave up on the last one . I hope this one goes better for me. I am in, I need the practice.

by Nolin (guest), 13 Nov 2017 03:46

Thanks for posting the video!

I had a great time and enjoyed the game jam. I think we did really well. I was quite surprised how far the game went.


Re: Alphabet Soup by Brett208Brett208, 09 Nov 2017 01:56

Great job everyone!

Here's a quick clip of what we got accomplished. I'm very proud of our work!

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

Re: Alphabet Soup by PiscesMikePiscesMike, 06 Nov 2017 22:11

That sounds fine as well. I had thought I was going to get some artwork stolen for us last night, but that never ended up happening so its still open for review. One of the reasons I chose space was it seemed to be a good variation from the other clones that are out there. Hackerish/computery things do too. Heck, even the matrix letter effect could be used as the background which would fit with my 'visually interesting' ideas…

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

Re: Alphabet Soup by PiscesMikePiscesMike, 04 Nov 2017 14:48

Just a couple thoughts, Brett208.

My initial plan was just to have an array of points(Vec2's?) the user has clicked (or touched) on to represent the user's input. It wouldn't necessarily be a curve or a line. When it's time to render, the points are just drawn to the screen as a set of discreet 'pixels' or small 'spheres'. I hadn't envisioned have a separate method for lines or anything like that. Going this route, we can represent whatever actual shape the user enters without having a bunch of methods to try and render different lines or curves. The letters the user has selected would simply be added to the 'wordInProgress:wordEntry' object as the point passes the boundary of that particular letter. The cool thing is, we don't have to be very precise here. As long as the user hits some point inside the letter it can get added. The other part is, this path will also allow the player to 'unspell' words if they follow the path they just made, but in reverse. The only thing we will need to watch out for will be duplicate entries and overflow if we're using polling. May get past this making a simple event that registers new motion.

As for the inputManager, this is where interfaces will shine. Instead of having an inputManager with the separate subclasses we simply implement one iController that is Mouse and one that is Touch. The gameState would have an inputManager which would track whichever iController is in use at the time and they could be switched out instantly by setting it to either Mouse or Touch. The cool thing with using the interface model is that later on say we decided we want to add a joystick controller… we don't have to rewrite the inputManager or gameState, we simply code the joystick interface and it will be accepted as a iController by the whole system.

So basically, the gameState would have a method. Let's say: processInput. The gameState would create an instance of the mouse controller and the touch controller, and then assign that as an event delegate to (all input controllers) the controller. Once input has occurred, the controller will simple raise the method and gameState will process the input (by adding the newly returned Vec2 to it's internal array of userInput)

It may sound a little complex, but really it won't be that bad.

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

Re: Alphabet Soup by PiscesMikePiscesMike, 04 Nov 2017 14:27

@rbwhitaker. Interesting. I'm not sure why that is either. Like I just said to Brett208, once I get my coffee in I'll look at the permissions again. Probably something I'm missing.

Removing the board from the team was/is funny. It was the very first thing I saw this morning and caused a bit of freaking out on my part because I couldn't find it at all. Had to follow the forum link just to find it, but I got the team assigned to it again.

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

Re: Alphabet Soup by PiscesMikePiscesMike, 04 Nov 2017 13:51

Sounds fine to me. I'm not sure how the permissions are working atm, as soon as I get my coffee in I'll take a look again and see whats going on so everyone can make changes.

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

Re: Alphabet Soup by PiscesMikePiscesMike, 04 Nov 2017 13:49
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