Tag Archives: Game

Building Block Game in Unity 3D

Not sure this qualifies as a game, but it’s a computerised version of the building blocks that you might give to a three-year-old. What can I say, it was a nice way to spend a Sunday afternoon !

Here’s what the finished game / program looks like:

The Script

There is only one script:

public class BehaviourScript : MonoBehaviour
    private Vector3 screenPoint;
    private Vector3 offset;
    void OnMouseDown()
        screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
        offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
    void OnMouseDrag()
        Vector3 cursorPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
        Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(cursorPoint) + offset;
        if (cursorPosition.y > 0)
            transform.position = cursorPosition;

The Scene

Basically, the blocks are standard unit cubes with a wood texture, a rigid body and the above script attached:

Adding and Using a New Font in MonoGame (The 11 Step Program)

This is not an undocumented subject; however, I didn’t find everything I needed in a single place; so this is my single point of reference.

The Problem

There is currently no facility within MonoGame to create a new Sprite Font. The workaround described below is, to put it mildly, time consuming.

Adding a Font

Step 1

The first step is to download Visual Studio 2010

This is the only download link to the express edition (obviously if you have an MSDN license, you can get the full edition. VS Express has now been replaced by the Community Edition, but that’s VS2013.

Step 2

Next, you need to download XNA Game Studio

… and install it.

Step 3

Now, load up VS2010 and create a new XNA game:


You should end up with a project that looks like this:


Step 4

In the Content Project, add a new file:


… and add a new SpriteFont:


Step 5

If you now open the file, you can edit key aspects of the font, such as size, font name, etc…:


Step 6

To test, make the following changes in the main project (Game1.cs):

        protected override void LoadContent()
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Font1 = Content.Load<SpriteFont>("SpriteFont2");
            FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);

        protected override void Draw(GameTime gameTime)

            string output = "abcdefghijklmnopqrstuvwxyz!";
            Vector2 FontOrigin = Font1.MeasureString(output) / 2;
            spriteBatch.DrawString(Font1, output, FontPos, Color.Black,
                          0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f);


Step 7

Run the project:


Step 8

Okay, now you have a font (the font was compiled when you ran the project in the previous step). Locate the compiled font:


Step 9

Copy the compiled font to your MonoGame content directory.

Step 10

Set the properties of the font to be Content:



Step 11

You’re done, you can now use it in your project in the same manner as you did in the test project earlier.


Work is underway to incorporate this into MonoGame. However, it’s still a massively painful process!


Below are some useful links that I found (I’d be happy to add more, or just leave a comment):




Console Games – Catch – Part 1

I’ve written a series of posts based on teaching programming to children (specifically my 9 year old children). Currently, we’ve managed to produce a snake game, but we’re also working on a “Catch” game. This is a game whereby things drop from the top of the game screen, and the player must “Catch” them.

Before starting, it’s worth refering back to my first post for the basis of the game.

The initial set-up is the same; the difference for this game will mainly be that the player can only either move left, or right:

private static bool AcceptInput()
    if (!Console.KeyAvailable)
        return false;

    ConsoleKeyInfo key = Console.ReadKey();

    switch (key.Key)
        case ConsoleKey.LeftArrow:
        case ConsoleKey.RightArrow:

    return true;

Additionally, I’ve used a more bucket-like drawing for this game:

private static void DrawScreen()
    Console.SetCursorPosition(_left, _top);

The main function and variables look like this still (the only change being the default for top, which should resolve to the height of the screen – 0, 0 being the top left):

private static int _left = 0;
private static int _top = Console.WindowHeight - 1;

static void Main(string[] args)
    Console.CursorVisible = false;
    while (true)
    if (AcceptInput())

So, now we have a basis, the “bucket” moves along the bottom of the screen. The next task is to introduce the “falling things”.