About

Hello, my name is Markus C. Clardy.
I am 16 years old, and have been programming for 2 years. I have been doing digital art for games for 6. I am developing games with a few classmates/friends of mine.

I speak English fluently, and used to speak German fluently, but am very out of practice. I am fluent in 4 programming languages, and am fairly versatile in 3DS Max and Maya. I use the Unity game engine for current production, however am learning how to write my own engine.

I release tutorials for free on my youtube channel, seen below.

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Youtube Tutorials
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    • Anonymous
    • April 9th, 2011

    Hello Mr. Clardy, i would like to thank you for your incredible video tutorials about unity. But may i ask you something? I’m working on a game that have a ‘thing’ that the ‘thing’ must follow a path simultaneously and undisturbed with anything. Could you give me some advice how to do that?

    I really appreciate any kind of help from you. Thanks!

  1. Just purchased XML Serialization package from GamePrefabs.com and I am running into several problems. I think this is exactly what I want and need but documentation is well…I think EXTREMELY short would be an understatement but what is there is good. Next problem is that you aren’t checking the OS for the path character. Mac does “//” where Windows, which I assume you have goes “\” but I can deal with that as most of us are used to it. Next problem is that Demo scene was missing script on load but I figured that out and finally main problem is that when I run Demo scene with DemoSaveAndLoadXML (which I believe is correct script), it fires off an error (where /Users/tim/Dev/Cuties is my Unity project path location):

    IOException: Sharing violation on path /Users/tim/Dev/Cuties/Assets/XMLSerializer/DEMO.xml
    System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options)
    System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
    (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
    System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize)
    System.IO.StreamWriter..ctor (System.String path)
    (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string)
    XMLSerializer.WriteXmlToFile (System.String path, System.String xmlData) (at Assets/XMLSerializer/XMLSerializer.cs:54)
    DemoSaveAndLoadXML.Start () (at Assets/XMLSerializer/DemoSaveAndLoadXML.cs:20)

    I’m assuming this is a simple IO permissions error but not sure how to fix it or what to do. It does end up writing a 0-byte file called DEMO.xml.

    Any help would be appreciated. I would have emailed you on this if a technical support email had been provided.

    Thanks,

    -Tim

  2. When I fixed the path issue (// vs \) and tried it again, the file was created as expected. I’m still a bit unclear about how to do multiple attributes off of a basexml entity with this as when I went to implement the write functionality into my loop I found that one of the array parameters requires a constant. Experimenting with it now but if you are looking for advice, it would be to keep your existing example but also maybe show something slightly more complex such as how to write multiple locations for the demoCameras.

    Overall, the XML library looks solid and although I had a few issues at first, I’m getting on with figuring everything out.

    Thanks for creating this product and hopefully I will figure it all out after some experimentation and tweaking!

    -Tim

    • Hi Tim,

      You will want to use a List or an Array of object to store multiple instances of them. For instance, 8 Vector3’s you could store into a list, and then store that list in an XML file as an array.You have to store using Array’s I am pretty sure, but you can add to a list, and a list can always be converted into an Array using one of the functions for it.

      I truthfully haven’t looked at anything Unity for a long time, let alone that package, but glad you are happy with it! If you have any more questions, just let me know and I will try to reply as soon as possible

    • Bill
    • August 28th, 2011

    Hey Markus,

    Thank you for the videos. You’ve done a really nice job.
    I just want to encourage you to continue what you are doing — it’s good stuff.

    Thank you!!!

    Bill

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