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"Open-Sourcing My Code"

Posted: 11 April, 2025

I spent a couple of days, this week, migrating from GitHub to Codeberg.

There are many reasons for this, and I'm assuming they don't need much in the way of explanation (waves hands at the state of the world and tech in general...), other than, as a European, I'm trying to rely more on EU based services...where possible.

I've also taken this as an opportunity to open source some more of my code, specifically, some Unreal Engine 5 Plugins that are shipping in 2umo.

So, if you're interested, the following is now online:

  1. Cecconoid_CC: This is a snapshot of the full, shipped game's Unity Project, stripped of a couple of the commercial plugins (Post Process and Input).
  2. Utility AI Plugin: The Utility AI system, originally developed for Maenhir, that shipped in 2umo.
  3. Action Button Icons: On screen icons for joypad controls and face buttons, that automatically switch image, based on the platform (Console, PC, Steam Deck), at runtime. Shipped in 2umo, so only supports the buttons used in that game, but easily extendable if you need more.
  4. Switches and Responders: This is my implementation of Megan Fox's Switches 201 Patreon post. 99% of the reactive/interactive gameplay in 2umo was built around this pattern. It's super effective.

Cecconoid's code is thoroughly documented -- I've used it as a teaching aid for a few years -- but Unity is as Unity does, so it's unlikely to work in the latest versions of the engine out of the box. I'm not maintaining it.

The Unreal Engine plugins haven't been documented. Yet. I will get around to it (rainy day), but they're live code. I'm using them in my new game (started this week!), so they will be maintained, and extended, for the foreseeable.

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I'm slowly open sourcing as much of my code as possible. It's not generic — it was all written for a specific use-case, for specific games — but it could be useful, and it might spark a few ideas:

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