The UniTeX editor is a LaTeX editor featuring LaTeX compilation, highlighting and auto-completion. Alongside the text editor, UniTeX also features project and team management, with multiple documents. The documents can be edited collaboratively by multiple users, on a distributed network. Every document is contained in a project and is sharable with a team of other users. When finishing up a document it is possible to compile and export the LaTeX document as a pdf file.
The editor was made as a semester project in collaboration with a very great team of fellow students. The client and server was developed in Mono leveraging many features from C#. Thus allowing for cross-platform compatibility.
Sealife Scramble is a 2d sidescroller made in Unity3d for iOS and Android. Same as my previous project Stix this game was made alongside a small indie team called Big Red Planet. I was the game designer and programmer for this title.
In Sealife Scramble you take the role as a Seahorse swimming for his life as he’s chased by a big, evil, mechanical creature. If the creature catches you, then it’s game over. Along the swimming route is different obstacles, like mines, torpodoes, and squids. If you collide with an obstacle you’ll be placed in a panic mode which slows you down, and makes the creature slowly catch up to you. The goal is to beat your Facebook friends highscore by swimming the furthest.
Facebook has been integrated using the Unity Facebook SDK. Thus allowing users to log into their Facebook account and compete against their friends. And if the user doesn’t currently have any friends playing the game, then there’s the option of sending an app request to chosen friends.
When developing Sealife Scramble we found it necessary to implement our own database solution. In doing so we used the Parse for Unity SDK, which easily integrated into both Android and iOS. When logging into Facebook, users would automatically be logged into Parse using their Facebook autherization. This would make sure that a user’s Parse account would be correctly associated to their Facebook account. Which was important when querying for highscores which only included a certain user’s Facebook friends.
At the end of the first development iteration we wanted to experiment with rewarded video ads. So we downloaded Unity ads and integrated it into the project. Whenever a user was caught by the creature, the user would be presented with the option to view a video ad to escape the creature and keep on playing. Thus allowing a user to get a higher score by viewing an ad.
While You Wait is a cross-platform application developed in Xamarin Studio. It’s been released for Android and iOS.
The main focus was to make a “wait in line” or “queue” application aimed at restaurants, hairdressersor or similar. The main use-case would be as following; The waiter at the restaurant doesn’t have any free tables, so the waiter would enter a customers mobile number and name. This would place the customer in a queue and also notify the customer by SMS. Whenever a table would become available the waiter would send a notification by SMS to the customer.
The application is constructed using different APIs. It’s using an online database, Parse, which integrates seamlessly into Xamarin through the component store. And Twilio which is used for the SMS part of the application. Twilio offers a REST API that accepts the applications queries to send SMS to the customers.
The application is taking advantage of Xamarin’s new tool; Xamarin.forms. These tools makes it way easier to develop a cross-platform applications. Xamarin uses the Mono runtime and already let’s you share business logic on many platforms through a PCL or Shared project. However, what Xamarin.forms allows you to do is to share your UI code cross-platform as well. Forms is only compatible on Android, iOS, and Windows phone (as of August 2015) which is perfect if you’re a mobile developer 🙂
Quickit is a croos-platform app being developed in Xamarin Studio. Unfortunately I had to part ways with the development team before finishing the product as I had to start my bachelors degree at school. However, I would like to show off what I had made before leaving.
The essentials of the application is to ask your buddies a question and have them choose between a defined set of answers. Say I asked them “Want to grab a beer tonight?” they’d then have the option to answer yes or no. You could also ask them about something more specific like “Beer at 7 pm or 9 pm?” you’d then have the option to define your own answers to that question.
The app lets you choose from all the contacts in your phonebook, however, it’d also check if your contacts are registered users in the database – using Parse for Mono. By doing so it’d either send the question to the app installed on their mobile device or send a text message with a link to a website where you can answer the question.
The database back-end is provided by Parse in a noSQL cross-platform plugin, which meant that any platform would be support – as long as the Mono runtime would support the platform. Parse then allowed to view some statistics and trends based on your data and user activity, however, not as “in-depth” as plugins like Google Analytics. So GA was also integrated to get a better idea of the flow and user interaction.
Unfortunately a demo .apk is not available right now, but hopefully these screenshots will give you an idea about how it works.
This website takes advantage of the same template as my previously posted Glazier website. So it includes all the awesome design by Think Up Themes Ltd and includes mostly the same plugins as mentioned in my Glazier website post.
The website was made for Big Red Planet as a way to showcase their games. And because I’m a co-founder of Big Red Planet, this was a pleasure to make. You can read more about Big Red Planet on the following link.
The website can be viewed at simonhl.dk/big-red-planet
This website was made for a glazier company located in Denmark. It serves responsive design and anything else you’d expect from a high quality design – made easy by using a high quality template from Think Up Themes Ltd, big thanks to them.
Apart from a great design several other plugins were integrated. Plugins like a contact form, anti-spam filters, backups, performance optimization using cache and Piwik analytics. All very well polished plugins which integrated incredibly smoothly into the website.
The website can be viewed at glarmesterholst.dk.
While learning my way around Xamarin Studio and the Mono runtime I created a simple uninstaller application for Android. My goal was to make something that looked simple and didn’t need to provide tons of features. So I did just that, clean and plain colors while programming the app to do nothing more than just uninstall chosen applications.
You can find the application listed on the Play Store and on Amazon App Store.
The application takes advantage of the Android API which pretty much provides any necessary data and handles the uninstall requests sent from the app. Which is also the reason behind the dialog box appearing when trying to uninstall an application. – if you wanted to get around that dialog you’d have to root the mobile device.
Amongst a few plugins integrated into the application was Google Analytics. Thus allowing to trace user engagement and user behavior. Which in turn helped eliminate certain unpopular functionalities and focus on popular functionalities.
Stix is a small game made for Android using the Unity3d game engine. It was made alongside a small indie team where we wanted to create small apps and build our way up. Therefore we made Stix. Stix is a simple, yet enjoyable game. You compete against friends and/or family on your local device. Unfortunately making a networked multi-player version through Unity3d wasn’t available in the indie version at the time.
Anyways, the concept of the game is to draw out sticks placed through a cyllinder without making the balls on top of the sticks hall down. The player to make the least balls fall to the bottom after all stick have been removed is the winner.
The game utilizes GA to track userflows and uses an Admob plugin to display banner ads when playing the game.
You can find the app on Google Play Store.
Initially when learning my way around the Unity3d engine I wanted to make a zombie shooter. A very popular genre and it seemed like a good starting point. In doing so I got around to using most of the common components for working with the 3d engine like Mecanim, animation system, physics colliders/triggers, lighting, particle system etc.
However, after working on this project for a while, I decided to join teams with a small group of enthusiastic indie developers Big Red Planet. Which meant that the work on the zombie shooter was discontinued.
The Zombie Shooter game is developed using Python along with Pygame. This is the project that inspired me to go into Unity3d development. Which is why it might seem a little bit unfinished. Anyhow, the character is animated using a spritesheet, but the I never got to the zombies. The shots are moved at a constant speed in the direction you shoot and the zombies die whenever they are hit. The spawn rate of the zombies increase to a certain threshold. You can try to see how long you can avoid any zombie hitting you 🙂 Unfortunately nothing happens if they do hit you.