Get more details on the winners on our contest site.Windows Phone
- First Prize, $30,000 USD: Trouserheart by 10tons Ltd and Dicework Games
- Second Prize, $10,000 USD: Drift Mania: Street Outlaws by Ratrod Studio Inc.
- Third Prize, $5,000 USD: An Alien with a Magnet by Rejected Games
- First Prize, $30,000 USD: Freddy by Mobitouch Games
- Second Prize, $10,000 USD: Shiny The Firefly by Stage Clear Studios & Headup Games
- Third Prize, $5,000 USD: Pylon by Quantum Squid Interactive
For each, the prize is a Unity Pro license (which includes a Windows Store/Windows Phone Pro publishing add-on).
- Edge of the World by Central Core Studies for Best Tile on Windows Phone
- Simpulls by Ironshod Limited for Best Gameplay on Windows Phone
- Crazy Horses: Unstabled by Nice Touch Games Ltd for Best Windows Integration on Windows Phone
- panIt! by Ed Venture Studios for Best New Game Content on Windows Phone
- Charlie Hop by Madarina for Best Port to Windows Phone
- Fling Theory by Coding Jar Studios Inc. for Best Gameplay on Windows Store
- Einstein™ Brain Trainer by BBG Entertainment GmbH for Best Windows Integration on Windows Store
- Meltdown by Phenomenon Games for Best New Game on Windows Store
- Dr. Jolt by SidekickBest Port for Best Port of an Existing Game to Windows Store
Today, we’re thrilled to announce the launch of Unity 4.3, and with it, the highly anticipated introduction of our new feature set for 2D.
To give you a better insight into the development process, we have created a demo project to show you the ropes. For a head-start on learning from this project, take a look at the video below, which walks you through the main points of what it takes to create a 2D game in Unity.Download
Download the demo project and take a look through it today!
What will you make with the new 2D tools? tell us in the comments below!
If you haven’t done so already, download Unity 4.3 here.
So, Unity 4.3 is here. We’re incredibly proud to be able to share the new 2D tools, deeper Mecanim integration and improvements to the Unity IDE that feature in this release (along with a whole lot of other awesome stuff). You can read more about it on the What’s New page.
Our headline 2D feature is one we’ve really been itching to give you. It’s been in development for over a year now, and the team have done a great job creating a 2D workflow that really makes sense in Unity and turns a single spritesheet into an extremely powerful resource. To get a feel for how easily you can create stuff with the new tools, we’ve put together this walkthrough video.
At Unity, we decide together amongst ourselves which parts of the engine to update, or which new tools to work on, and the teams responsible for each specific area have a lot of independence – it’s largely up to them to set their own priorities based on their knowledge of our users wants and needs. This keeps us passionate, as we’re all working on stuff that we personally feel is very important.
Of course, we also like to bluesky think and come up with weird and wonderful ideas. This week we hold our regular hackweek event – hacking away in small teams on innovative new projects. They provide a fertile seedbed from which outstanding new features can grow for inclusion in the Unity engine.
You guys’ input is also incredibly important to us. Both the alpha and beta testers who help us identify bugs so we can ensure new Unity releases are stable, and the ideas we get from our feedback site help us to make Unity the best product possible.
In this release, for example, we’ve been able to supply users of our Mecanim animation tools with their most eagerly requested new feature: animation events for animator-driven characters.
So, big thanks are due to everyone who’s helped make this a really feature-packed release. Thanks to everyone in the community who’s taken the time to submit bug reports or suggestions, and thanks to our hard-working QA teams and our creative and committed engineers.
The tools in Unity 4.3 may be completely new, but they’re already out there in the wild in use. For example, our 2D tools have already been used in delicious-looking and over-funded Kickstarter project Night in the Woods.
It’s a tremendous satisfaction to know we’ve put tech in the hands of such inventive people – keep the great games coming!
We have good news to share with you today! Unity and Microsoft have reached an agreement that will open Xbox One even farther to developers using Unity.
Unity and Microsoft will now be working together to bring the Xbox One deployment add-on to all developers registered with the ID@Xbox program at no cost to the developers. This is huge news and means that everyone that’s part of that program, not just partners to Microsoft Games Studios, will be able to take advantage of Unity to create awesome gaming experiences for the Xbox One. On top of this, a special Xbox One version of the Unity Pro tools are also being made available for these same developers at no cost.
The Xbox One is a powerful platform and we’re building powerful tools to take advantage of all of the features that make it so special like the Kinect and SmartGlass. Production is well underway and is progressing faster than originally anticipated! Very early testing phases will begin soon with a broader beta program in 2014.
Our two companies are aligned in our goals of furthering the democratization of game development and the expanded role of independent studios in today’s gaming ecosystem. 2014 is going to be an amazing year for gamers, in large part because of the efforts of smaller studios and the creative works you’re producing.
In the meantime you should take a quick trip over to Microsoft’s blog to hear more about the expanded opportunities for developers looking to make games for Xbox One.
With much love.
Few guys have approached us recently about doing remote debugging of a Mono process. Typically this involves an underpowered system, or some kind of embedded system running Mono, and a fancy Mac or PC on the other end.
These are the instructions that Michael Hutchinson kindly provided on how to remotely debug your process using either Xamarin Studio or MonoDevelop: Remote debugging is actually really easy with the Mono soft debugger. The IDE sends commands over TCP/IP to the Mono Soft Debugger agent inside the runtime. Depending how you launch the debuggee, you can either have it connect to the IDE over TCP, or have it open a port and wait for the IDE to connect to it.
For simple prototyping purposes, you can just set the MONODEVELOP_SDB_TEST env var, and a new "Run->Run With->Custom Soft Debugger" command will show up in Xamarin Studio / MonoDevelop, and you can specify an arbitrary IP and port or connect or or listen on, and optionally a command to run. Then you just have to start the debuggee with the correct --debugger-agent arguments (see the Mono manpage for details), start the connection, and start debugging.
For a production workflow, you'd typically create a MonoDevelop addin with a debugger engine and session subclassing the soft debugger classes, and overriding how to launch the app and set up the connection parameters. You'd typically have a custom project type too subclassing the DotNetProject, so you could override how the project was built and executed, and so that the new debugger engine could be the primary debugger for projects of that type. You'd get all the default .NET/Mono project and debugger functionality "for free".
You can get some inspiration on how to build your own add-in from the old MeeGo add-in. It has bitrotted, since MeeGo is no more, but it is good enough as a starting point.