Starting a 2D Platformer in Unity [closed] - c#

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Closed 9 years ago.
I'm starting a 2D platformer in Unity. I want to write it in C#, but most of the tutorials I'm finding are in JavaScript. Is there any good tutorial you can direct me to?
If not, what is a good place to start? I'm new to Unity so I'd like to start by making a ground for the character to walk on in the first level and then a simple character model (no specific design so I don't have to model an actual character at this point) that I can add a script to. How can I go about these simple ideas?

The differences between C# and Javascript when using Unity3D are not as dramatic as you might think. The Unity3D documentation has a page describing the most important differences (apart from syntax of course):
http://docs.unity3d.com/Documentation/ScriptReference/index.Writing_Scripts_in_Csharp_26_Boo.html
Also, the official unity documentation allows you to switch between JavaScript, C# and Boo.
If you want to get started with Unity3D, additionally to the official documentation there are a lot of sites around (just google it), one site that i found quite helpful was unity3dstudent.com, going through at least the Essential and Beginner modules as well as the Challenges should help to get a basic understanding of how things work.

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Large screen multi touch interactive application design [closed]

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Closed 9 years ago.
I am supposed to design an application for a large multitouch screen. By large, i mean newscaster large (around 55 inches and above). The application is an interactive map.
My questions is: which technology to develop the application in. My first idea was to make it in Adobe Flex, but then there is HTML5 too...
There must be some awesome Java library for touch interactions too, but then on Windows platform there must be C# library too?
Could someone please point me in the right direction.
The backend is probably going to be in Java EE.
Is there a specialized touch maps sdk?
Why reinvent the wheel?
Ventuz hands down best touch software I have used and I use it daily. It's specifically for large multi-touch presentations.
If you are looking to build it yourself, you will have a long long way to go. Ventuz is extremely flexible and will let you do anything you'll need to do with touch for the most part.
(And they are based in Germany, like you)
Here are some demos they showed last year at NAB
(source: ventuz.com)

What do I need to use for Game Development in C#? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 9 years ago.
I have read a lot about the XNA framework going away and Microsoft not openly supporting it any more. I would like to know if there are any similar technologies available keeping in mind that I do not want to pay a lot of $$ for creating a cross platform indie game.. I know that XNA only support Microsoft devices and that there are already a lot of open source game engines available such as Torque, NeoAxis and so on. I am mainly looking for a simplified game engine where I can code in c#. I do not require the Complex 3D rendering component or worry to much about memory management. Just want to get a simplified tool set as a beginner. Any suggestions would be greatly appreciated..
Unity3D is the answer to your problem. Although 3D is in the name, you can do just about any type of a game in Unity. It also supports game scripting in other languages like JS. There are plenty of examples, great support, and growing popularity. I believe they also have a free version of their engine. www.unity3d.com
If you want something similar to Microsoft's XNA you can always try MonoGame which is an open-source implementation of XNA 4 and includes support for Windows, Windows Metro, Mac OSX, Linux, Android (with MonoDroid) and iOS (with Xamarin.iOS/MonoTouch)

Graphic Libraries for 2D (No XNA please) [closed]

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Closed 9 years ago.
Since Microsoft are dropping XNA (and yes, I know that one can still use it quite successfully, but the fact it's not being developed after only a short period of existence speaks volumes).
What are the best C# graphic libraries for simple 2D development (akin to Allegro, SFML, SDL and the likes)? By the best I mean those under active development, with an active community, and hopefully with some decent tutorials.
I tried searching for an answer but, one way or another, it's XNA that always comes up (maybe for a reason...)
Thank you!
OpenTK or TaoFramework.
There are a lot of tutorials. One of them can be found here.
Frameworks I like:
for openGL - OpenTK
for DirectX - SlimDX
For the libraries you have listed there is a wrapper for SDL SDL.NET
Re-adding content that was removed in a review (WHY? The answer is not XNA, but Open Source implementation of XNA)
Also if you are familiar with XNA you can use MonoGame - implementation of XNA under active development. Playstation Mobile and Raspberry PI support is under development.

C# XNA and monogame. Is it worth it? [closed]

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Closed 10 years ago.
I've learned I can make C# with XNA compatable with Mac/Linux through monogame but monogame is a seperately developed from C# so noone knows if they'll keep up with C#'s development?
Is it worth the risk to go with C# or should I play it safe and program in Java for crossplatform compatability?
Depends on the context in which you're developing:
MonoGame supports XNA 4, so if you're happy sticking with XNA 4 long-term then you're fine.
The two languages themselves have various advantages and disadvantages, e.g. see http://en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java. There's mileage in going with the one that serves your needs better now, unless you have reason to believe you'll need to keep up-to-date with the latest XNA and maintain your game over time.
Portability is a good thing (I'm generally in favour), but it's not the be all and end all. Look carefully at whether you actually need your game to be portable.
Also:
Are you working with others? Which language do they know better? What's their view?
Do you need to recruit/find more people who have experience with one language or the other? Are there more of one or the other in your vicinity?

Tutorials for box2d.xna? [closed]

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Closed 9 years ago.
I'm just starting with both C# and XNA and I wanted to know where I can get good beginner tutorials. I've already checked out box2d.org, but since I am a complete beginner with C# and XNA, I can't understand what code I have to put where.
Update:
I want to use box2d.xna instead of Farseer physics because I am making an Xbox game, and box2d.xna is optimized for Xbox. Farseer Physics can't get a decent frame rate on the Xbox, I've already tried it.
I don't recommend you to use box2d.xna it is outdated instead use farseerPhysics Engine witch is a port of box2d and is currently active: Farseer Physics Engine
I recently used it and was difficult to me to learn it.

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