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    2. jbadams

      1943 Plane Game

      Well done Phil.
    3. jbadams

      Frogger GameDev Challenge - Part 4 - Frog Jump

      What a great frog!
    4. Tom Sloper

      Age restrictions with companies

      ireef, the only "restrictions" you'll find in the professional industry is for people who are under 18 (in the USA anyway). Could be. Can't say for certain. There is a bias towards younger cheaper applicants, as you suspected. My crystal ball is at the repair shop right now. And nothing is ever enough. But don't let any of this stop you from pursuing your chosen path. Smaller companies may be easier for you to get your foot in the door. Broaden your options to increase your chances.
    5. I thought I should post a few examples of my recent work to make it easier to find, so a link-heavy post is forthcoming. Thanks again to any listeners and thank you for your time
    6. Yesterday
    7. CyberFlash

      How to keep a Tower Defense game entertaining?

      Looks my day is planned for tomorrow! Cheers I need the 'aha!' moments for sure! And then I await the challenges!
    8. It's a common problem, analysis paralysis, or something like that, anyhow.. I'm sure you've played them, but like you said, it's been a while and you weren't in THIS mindset. Walk down memory lane with some new eyes. And, maybe pick a TD game that more closely resembles the mechanics you ACTUALLY want to create. I guarantee you will have some "Aha!!" moments and then you'll just be stuck with the really really tough questions, like how to implement said mechanic, or how to improve on said mechanic.
    9. I've been making music for about 7 years, I have hundreds of releases on soundcloud and bandcamp. Recently I have stepped up my post production game, pouring long hours into EQ and mixing. Most of my music is in a moody, "foggy" piano style with heavy experimentation through pitch shifting, overdubbing, and live recording. I use a spectrogram EQ to manually shape sounds and scoop out noise in Audacity. I am familiar with many general concepts, applying compression, reverb, high and low pass filters, and pretty much all of the effects in Audacity and many of the pitfalls and lessons of live recording for guitar and piano in my home studio. I am familiar with some other programs like ableton and fruity loops but live recording is my strong suit as opposed to composing music in a DAW. I rely heavily on improvisation, recording large amounts of audio and cutting it down and manipulating it in post as well as doing overdubs. I can put out a project of piano music in a month or so up to what I think is a high / acceptable standard that I personally am happy with. I am heavily inspired by Akira Yamaoka's work on the Silent Hill series as well as Angelo Badalamenti. I dream of composing music for games or short films, and feel like I'm ready to take on a project like that, as well as being willing to license my already existing music out which I think would be a perfect fit for the right type of horror game or anything with emotional elements. I am currently working on another project that will be released in December or on New Years. I will work for a reasonable amount and have done this out of passion for 5+ years because I love doing it. I feel that I have improved enough now to pursue doing something like this. Thank you so much to anyone who even bothers to click any of these links, and thank you for your time! Here are my links, and you can also email me directly at tristan.best@gmail.com www.soundcloud.com/domonemesis https://tristanb.bandcamp.com/ https://www.facebook.com/TristanBMusic https://twitter.com/tbest253 Other skills: I do all of my own cover art with digital photo editing and subsequently also have about 5 years of experience with that- photography and digital photo manipulation. I can work on marketing materials or art in this way. I play the Piano, Guitar, Synth / String piano etc, and I sing. I have close connections to some other musicians and visual artists. I will be honest if I don't think my music will work for your project or if I'm not sure if I can do something well enough, but I feel comfortable taking on some general audio design as well, including general sound / dialogue recording or noise reduction.
    10. Rutin

      Getting Back In To It Card Game Day 2

      Glad you got through that hurdle.
    11. Generally speaking (not just in IT) - I personally never look at age (aside from legal requirements) when I've had to hire. What I care about is one's competence among some other factors so that individual will be able to mesh in to the current culture and group if applicable. If you're able to perform well and do the job no company 'should' refuse to hire you for a younger application who isn't as qualified. You might get passed over if it's a reason of culture fit and they must have someone today. We don't live in a perfect world sadly so you have to roll with it sometimes. There is age discrimination in the working world, and such companies are not worth working for anyhow, but you have zero control over it so don't worry about it... Just keep applying when you get to that stage. My advice is work on being the best you can be in your chosen craft and give it your all. If you show enthusiasm and competence you're already setting yourself on the correct path. Will you get into a AAA company out the gate? Well that depends on the position, networking, luck of the draw, portfolio, if someone likes you enough, ect... Nobody can guarantee you'll get hired in (x) period of time or at (x) size company, or (x) company, but if you keep pushing to succeed and continue to put your best foot forward you'll be better off than doing the latter. Build your resume up along side your portfolio (if you're a programmer it should be 'code' based, not with "visuals" everywhere and no code) and focus on jobs that will help you do that. If you aim for the top when starting out you're going to set yourself up for failure. Don't be afraid to settle for smaller companies and entry level positions because you're technically at that level anyhow in terms of employment experience in programming regardless of knowledge. One big tip I'll give you is do lots of research on properly creating resumes. So many companies are using automated systems to filter resumes and you'll need to have the correct "key words", or risk getting your resume trashed before a human even sees it. I didn't see what goal you had in your post though? What are you aiming for as you've indicated you want to get a masters... Game Programmers generally don't go for master degrees, that's usually more on the higher up -> executive positions. Game Development has many moving parts, it would be a good idea to define what you're aiming for.
    12. CyberFlash

      How to keep a Tower Defense game entertaining?

      You've been my inspiration for my latest ideas like different tanks weak to different towers, towers getting shot at kinda thing, (I do listen I promise) 🤣 I have played Tower Defense games before like I used to really like em but I dunno brain hasn't really considered things like the questions I've currently had I suppose. I mean like this is just guna sound dumb but hey, I've basically been trying to use my memory instead of going testing them like right now. Like those Bloons tower defense, I used to love those when I was in school but I struggle to make their strats apply to me because they have balloons inside balloons inside balloons.. Which I thought I could translate to as Enemy HP just going higher instead of a new balloon cuz a basic red balloon would equal 1 then a blue would be 2 (These being the number of basic dart throws to pop them completely)... I then thought it'd be all about that math formula/equation so I wrote a post about math and someone suggested going to game design area so here I am lol I'm just bouncing around the place and off the walls too. I think I over complicate things or just get stuck/obsessed on something and don't make progress 😧 is it a motivation thing? But I like games
    13. The topic at hand may seem a bit weird but this has been one of my many concerns moving into this field. A little background about myself before I start my question so that people can understand where I am coming from. I am currently going through a college to gain my Game Development and Programming degree and I am about 2 terms away from completing this milestone in my life. I am also a full time Active Duty military member and have been for 17+ years. My goal is to serve our country until they tell me I can no longer serve but I also do not want to handicap myself once I do retire and I begin to apply for jobs in this field. At the earliest I can retire at 38 or at the latest 48. This leads me into my job opportunity question, will my age and lack of experience in the filed other than my degree handicap me when i begin to apply against the younger applicants? My plan is to continue working on smaller projects as a volunteer and to work on a few things during my off military time in order to build an extensive portfolio to go along with my degree and possible masters before I retire in computer science. Will my continuing education and projects be enough to join a large AAA team or even a smaller company as well? Thank you for reading and I look forward to any posts and information! Franky
    14. I get the feeling you haven't played many of these types of games? Since I've already weighed in on a few specific things pertaining to your game I might make a suggestion that you download a few other tower defense games and try them out. Just find some other free downloads or online games. You can learn a lot by playing somebody else's game. Especially if you pay attention to the timing and overall flow. How much idle time do they give you? Does it seem like the speed of events changes over time? (Use a stopwatch if you need to.) Do new bad guys show up or do the same ones get stronger or smarter somehow? What mechanics do they use to keep the player busy. There was a time not too many years ago where these games were a dime a dozen, and most of them managed to be fairly entertaining because they all pretty much used the same basic formulas.
    15. I've spent 3 hours looking for some good free assets for SCI-FI UI, but haven't found anything I'm satisfied with. Does anyone know some really good CC0 or REALLY CHEAP items I could pick up. PNG's are great, animated Unity assets are even better. I'm looking at references like below, but I'm pretty flexible. - Thanks.
    16. Tom Sloper

      How can anyone draw with an Graphics Tablet ?

      The topic went off-tangent there. Joe isn't the OP, so can we just stay with the original question please thank you.
    17. CyberFlash

      Hopper ( GameDev Challenge Entry ) Blog 01

      Oh ho ho hooo those are some nuclear bees! This is really cool! And that Croc though too I need to visit the 3D world some more! Y'all having tonnes of fun! hehe
    18. So I messed about with my card game again today for a couple of hours. I am happy to say it went well I added two new game modes Addition and Subtraction which took all of about 10 mins. I added some options so you can choose the highest number card(1 - 13) amount of decks(1 - 13) I cheated a bit on the decks as I just used the menu for the highest card number. Adding in subtraction made me realise I needed negative numbers which wasnt a problem till I realised the - wasn't showing up. This caused me a headache for quite the while . Finally after an hour of changing fonts and what not making sure it wasn't something stupid I went back to my text rendering code... This is where I found a massive mistake (bmap.rows - glyph->bitmap_top) / fontSize, with that line. In my head bmap.rows - glyph->bitmap_top would give me a nice floaty number. Instead it was giving me a vary large unsigned(as that is what bmap.rows and glyph->bitmap_top return. A quick change and bang we were back in business! ((float)bmap.rows - (float)glyph->bitmap_top) / fontSize, magic! I then decided I had a few spare mins so i put in a win screen that congratulates you if you get 0% or 100% right flashy colours included.
    19. CyberFlash

      Frogger GameDev Challenge - Part 4 - Frog Jump

      This looks really cool! I hope you get your mojo back and manage to keep going with it! Awesome froggy!!
    20. CyberFlash

      The autopsy of Crazy Chicken..

      Thank you very much! Thank you very much!
    21. Tom Sloper

      Aspiring Character Artist looking for advice

      Just a few tips. A character art portfolio shouldn't have environment art or object art in it. You excel in characters, so focus on characters. Put only your best work in the portfolio. The first 5 images must jump off the screen and put their hands around the viewer's neck and shake, while screaming "dude/girl, you gotta hire this artist!" The rest of the images need to be great, not half-assed. Don't put any pencil sketches in it unless they're stand-alone frameable masterpieces; "show your work" is just for math tests. Your portfolio will be online. Make it dead easy for viewers to find, and to figure out what you're best at, and how to hire you.
    22. I imagine a tower defense game isn't the kind of game that'd get like 500 hours of playtime by one person... or could it be? Howdy! I've been working on a Tower Defense game and I'm a bit of a brute, meaning I just come by and slap some walls up and there's a house. I lack the creative side 🤣 Sure enough I have ideas but those aren't hard to come by and don't necessary mean i'm good at stuff. I'm hitting a wall with my Tower Defense game as I need to get creative with it now.. I have enemies that come in, towers that can be placed and shoot at the enemies and the enemies go bye bye! As time progresses the enemies get tougher and a little bit faster and eventually/ultimately they'll get through the map and smack your HQ and you're done.. But I need to find a way to make sure you stay there long enough to lose... I'm working on an upgrade system for the towers as that must be somewhere near step 1 on the list.. Ideas for enemies as follows: Small tanks that are fast but with low HP, that are weakest against the Gun Turrets Medium tanks that have steady stats but are weak to the flamethrowers Large tanks that are really slow but super durable, except to rockets. Boss enemies that are the biggest, the fastest, with the most HP and that have canons of their own that can shoot and destroy the turrets. So to create the requirement for different strategic placements... Perhaps randomizing the enemy so the player couldn't possibly know which one is going to arrive/how many of that type there will be so they can't just drop 2 Gun Turrets and be like cool I'll do something at Wave 5 now *Smirk*... I currently only have limited assets and I'm working on convincing someone to make more so maybeee I can add more tower variations otherwise I've got Gun, Flame, Rockets, I'm waiting on the new enemies but there's also only 4 types of those... Would that be 'enough' ? I won't be winning any awards with this but I still don't wanna 'just make something and leave it' I still want it to be 'Good' or maybe even 'Great' Could I possibly trouble anyone for some ideas? 😧 The current version of the game is here if anyone wanted to try it out. I would definitely appreciate any thoughts/discussions/ideas etc. Many Thanks!
    23. CyberFlash

      I'm stuck with 'endless' math/formula...

      [I realize as I've just wrote this next line that it is very obvious..] I never thought of 'Game Design' as being the place/department to look at for the ideas side of things 😧 I always thought it was literally a designer is about the colours and how it looks But yeah I'll have a look over there and see if I can get out of my jam 🤣 But yeah totally, its becoming predictable and I attempted to achieve that via throwing out some randomness like randomizing the speed in such a way that if the base value was 5 it'd randomly choose to be either 5 6 or 7 kinda deal.But it just wasn't enough like some enemies would get through but everything sharing the base hp meant by the time it came back around the map (it kinda loops itself) the tower would finish it off... I definitely need to go back to the (moment of realization...) drawing board... Is it called a 'drawing' board because its 'game design' department? 😮 Anyway weird n quirkiness aside. I think the whole 'Most is crap,' part hits me hard too like I just throw out ideas but maybe I should rethink something or 'give it a go' kinda thing. Not like I have much/anything to lose and I have a ton to gain if it goes right! Next update of the game is guna have some godzilla laser beam frogs with explosive reindeers. Or not. That might stay in the crap pile 😅 Thank you for your advice :)! -- On my way to Game Design squad! wow like the section is actually called "Game Design and Theory" 😓😓 now I know!! ty again
    24. Haha, ok. Ahmmm... yo, the truth is i'm a spam bot. I almost passed the 12 years long turing test on this form, but now you caught me, hihi
    25. There is just some confusion, and I caught it too because when you read the OP's post: I have drawn on paper since I was two and I think I can draw just fine but it looks like a 4 year old coloring book when I try to draw with my drawing tablet. I've had one for nearly 5 months and I haven't improved with it. Sometimes I'm more serious about practice drawing with it and totally fail. I simply just cannot draw with it. Yet I see incredible works done by guys who have the same hardware and I have no clue how they got there. The only solution I can conceive is they draw then scan it in or use a Tablet Monitor Such as XP-Pen Artist16 Pro which is waaay beyond my budget right now. Does anyone have any insights? then your reply: I ended up scanning the drawings and using the pen to redraw over the now visible template on screen. This worked, but without the template all my drawings ended up terribly skewed. No idea how much practice it takes until one can draw properly, but i assume nowadays with touchscreens the issue is gone, because you see what you draw right under your hands as usual. Finally i also tried to use the pen to play Quake III, but no luck there either, i still got fragged. It just appears like it's a response from OP when it's actually just your experience on the subject.
    26. No, I am confused now. Anyways, i do not make alias accounts to advertise any products. Even if the OP is spam the question is useful, and because i have used such 'pen' (i do not even know the proper name) for paid work, i shared my experience. Notice my experience was bad, so no advertising here from my side. (Check IPs if you don't trust me).
    27. @Tom Sloper now that @JoeJ has posted, it seems that it was him using an alias account? I'm confused. But this topic seems legit now. I was wrong after all, yey.
    28. Any screen shot comparisons, @Lewa? Curious how well this technique worked for you!
    29. Shmelkin

      Improving Interrupts

      It could seem random, but the game just calculates interrupt level for each soldier and then compares them, who has higher interrupt level wins. But since all enemies are different and there are modifiers to interrupt level (shock, running state, the fact that your merc seen this enemy before or not) make it look a bit random. Also, if one sees other and other not, the one that sees always gets interrupt. Also, soldier cannot get interrupt on someone he saw this turn previously. And cannot interrupt at all if he is under fire (even if shooter missed completely). Could you add maybe similar feature into the game - if soldier is attacked by burst/auto, he cannot interrupt (or his interrupt counter raised by amount of bullets shot at him). Kind of suppression effect. Jagged Alliance 2 1.13 added new interrupt system (IIS) which works similar to your game - when opponent spends APs in the view of soldier, after certain amount of APs spent interrupt is triggered. Though it's much more complicated, as everything in 1.13. I personally prefer reaction (overwatch) system of Fallout Tactics, when soldier just fires at opponents who move or fire in his field of view, and you can disable it or set min chance% to fire. It allows faster play than manual interrupts and looks more dynamic and realistic in my view.
    30. Ed Welch

      Improving Interrupts

      Ok, I didn't know that. As a player it seemed random. I never understood why sometimes the interrupt didn't trigger.
    31. First of all, use coordinates where (x1,y1) = (0,0): Just define (x,y):=(x2-x1,y2-y1) and you are now shooting from the origin. Even if the "time for arrow to fly" doesn't matter, figuring it out is the easiest way to solve the problem. Imagine that the hit happens at time t. At that time, you know that x^2 + (y+5*t^2)^2 = 400*t^2 Expanding that you get 25*t^2 + (10*y-400)*t^2 + x^2 + y^2 = 0 Plug in the values of x and y, and you get a quadratic equation where the variable is t^2. Solve it. In general there will be two solutions. Pick one of them. Take the square root to get the time t (the one you didn't care about). Now you know that the movement in the horizontal direction is linear, so x = 20 * cos(alpha) * t, and from there you can easily compute cos(alpha). Finally take the arccos and you have solved your problem. Try to do this step by step and let me know where you got stuck. Oh, and please don't edit your posts, or this conversation will be ruined for anyone that might encounter it in the future.
    32. I am currently an undergrad several months from graduation. My major is in Game Programming and Development. During the course of my studies, we've had a few modeling classes and I really took to it and feel that is the direction I really want to go, specifically I would love to become a character artist. I keep hearing about your portfolio being super important, but I've really never been able to find out what kind of work is best to put into my portfolio. There's no "put 2 of these and 1 of those in," kind of tips. I get that I'll want to put some characters I've modeled in there, but I guess what I really want to know is, if I want my portfolio to be noticed and taken seriously for a character artist position, what is the best way to present it? Since most of my courses have dealt more with programming, I need to build everything for my modeling portfolio on the side, outside of class on my own time. I know there are no specific numbers like: put 3 realistic humans, 2 robots, a creature, and a stylistic character in your portfolio. But as a general rule is there some kind basic guideline or tips for what to make to get your portfolio off to a good start?
    33. DANX7

      Assistant Producer

      Hey Novakin I've graduated for video game design and business management so I believe I would be a good fit for this project. I am still pretty inexperienced when It comes to design but I would love the opportunity develop my skills. Thanks.
    34. That is because it's: Debug.Log("Welcome"); Cases do matter when calling methods.
    35. I need help, I just started learning today (about programming). But I dont understand what I am doing wrong I am getting a error message: Assets/PlayerMovement.cs(10,9): error CS0117: UnityEngine.Debug' does not contain a definition forlog' I found the problem (its about the captials.)
    36. Alberth

      I'm stuck with 'endless' math/formula...

      Your problem is named "game design", ie finding answers to the question "how do I make the game fun to play?" You may want to head over to that forum for a discussion. As to your problem, as you describe it, it sounds like it's too predictable to the player. There is a perfect counter strategy to the attacks that allows you to sit just back and let the game play by itself. I think you need to add more parameters, more variation. On solution could be in having different types of units. Quick units, slow units, units that don't die very quickly by one type of weapon (but much faster with another type), etc. If you add so many different types of enemies that the player simply doesn't have the room to kill all kinds of enemies in one spot, he has to think much more carefully what to do. Start thinking outside your box. What can you add to the game? Just start brain-storming wild ideas. Most is crap, but that's fine, you just need a few good ideas, maybe some combination of things?
    37. Rutin

      Entry for Frogger Challenge

      Good job! I didn't realize the chicken wouldn't stick to the boats! 😮 Added in a good challenge as I had to move while the boat moved and transition. Nice touch!
    38. Hello guys, I've been hard at work on my fighting game project ideas and I'd like it if anyone wants to share their thoughts and feedback on my character list and any improvements I need, thanks. Filipino evil sorceress Filipino good spirit healer female contortionist female fire dancer male killer clown Thai female assassin scorpion style Thai female assassin spider style Sacred ancient viking warrior Valkyrie Ancient Greek statue gargoyle Ancient immortal Sumerian/Babylonian dark alchemist Gorgon/Naga female snake serpent Kaiju monster US special op female commando male mercenary telekinetic Japanese ghost girl samurai ghost warrior Warrior monk with snow Leopard spirit from Tibet warrior monk rival with cheetah spirit Augmented MMA fighter Wild west Texan gunslinger female bounty hunter thief Outlandish ice creature Native American tree ent Mongolian female archer Mongolian swordsman warrior Chainsaw plagued lumberjack Amazon female vampire classic Eastern European vampire Indonesian sorcerer Evil biochemical doctor evil nurse Ancient ogre with spiked club 19th century German or French Werewolf/aristocrat futuristic steampunk female monster hunter Sentinel robot skeevy augmented mechanic with cyber enhancements Cyberpunk black British female cop with her cybernetic dog Evil cybernetic augmented enhancened British cop in mech suit evil FBI swat female cop African American modern ninja with wolves kunoichi kitsune fox ninja Italian good nature pegan witch evil black magic witch (possibly American) African American or Puerto Rican female mad scientist Blonde female Aussie secret spy agent Alien space marine insectoid alien Demon possessed scarecrow Grim reaper wraith Evil possessed doll Cannibalistic leader wendigo Demon succubus Demon lord king Hindu martial arts actress with tiger spirit Korean female popstar singer with enhanced scream an dragon spirit Flagellant warrior Wyvern dragon chimera Amazonian female warrior ancient Aztec/Mayan alien/dimension god Evil templar ancient knight evil spiked themed warrior with claws Yeti/ape beast Sea monster mixed with kraken and shark features Super hero kid Ancient Chinese sand mummy ancient Djinn Wudang style Nepalese female warrior Enhanced A.I female female dimensional illusionist deity Electric prisoner with lightning demon assistant Barbaric viking minotaur The symbiote blob What do some of you think so far?
    39. Kjell Andersson

      Design Genifect 2.0 OpenFX plugin

      Genifect 2.0 OpenFX plugin has been released by Dual Heights Software. New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet. Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few. Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/
    40. Kjell Andersson

      Design Genifect 2.0 OpenFX plugin

      Genifect 2.0 OpenFX plugin has been released by Dual Heights Software. New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet. Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few. Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/ View full story
    41. Rutin

      Frogger GameDev Challenge - Part 4 - Frog Jump

      Thanks! Your frog is perfect the style you're going with. My frog is the first one I've ever modeled and rigged in my life. I'm shocked it can even jump. I will speed up the animation and movement as needed later on when I tweak more things.
    42. Nice. I like how you're going with such a style. Looks good!
    43. Yeah, it's kind of unclear what's the question. But maybe you want to take a look at this: https://www.cs.cmu.edu/~kmcrane/Projects/HeatMethod/paper.pdf It's meant as a very accurate approximation of geodesic distance on surfaces, but it works on volumes or graphs of points too. (Assuming you already ruled out Dijkstra and A* for some reasons? The above can be used in a real time scenario eventually if you use iterative solvers with one iteration per frame.)
    44. TactxStudios just finished posting a series of three tutorials that uses the development of a traditional peg game (Peg Solitaire) to highlight an approach for game development — using sequential builds. Each build is a fully executable project – allowing the developer to build, bundle onto targeted platforms and execute. Hardly an ‘Agile’ process, but what I’d term a ‘blocking and tackling’ plan for rapid game development. The three tutorials focus on: BUILD I: – In support of this initial build, the tutorial outlines the general concept of the game, to include, defining the target audience, setting targets for overall simplicity/difficulty, defining game play and win objectives. Integral to Build I will be the collection of initial graphic assets, to include backgrounds for both the splashscreens and gameplay, logos for the developer and game title, level selection panel and level buttons, game object sprites and animations. BUILD II: – During this second tutorial, we expand on Build I – adding a fully functional Level 1 of gameplay. During the tutorial for Build II, we add the full set of game objects (tabletop, pegs and pegholes), expand the controller to accommodate game setup, routines to handle player actions for moving the pegs, jumping other pegs and also removing the jumped peg from the gameboard. Additionally, during this build we’ll include procedures to accommodate several unique game conditions: (a) error-prone actions, such as multiple clicks on a peg – or – selecting an invalid jump move, (b ) selecting a jump path when multiple jump options are available and (c ) determining if there are still any potential moves that the user can make – if not, ending the game. BUILD III: –The last tutorial adds new play levels to the game – focused on different geometries – each of which will be more challenging to the player. Please take a look – I think you’ll find it an interesting project. Here’s the URL’s to the three parts: E1 - Opening SplashScreen and Level Selection Panel E2 - A Full Game focused on a Single Level -- a 10 location triangle E3 - The Final Four Level Peg Puzzle Game
    45. TactxStudios just finished posting a series of three tutorials that uses the development of a traditional peg game (Peg Solitaire) to highlight an approach for game development — using sequential builds. Each build is a fully executable project – allowing the developer to build, bundle onto targeted platforms and execute. Hardly an ‘Agile’ process, but what I’d term a ‘blocking and tackling’ plan for rapid game development. The three tutorials focus on: BUILD I: – In support of this initial build, the tutorial outlines the general concept of the game, to include, defining the target audience, setting targets for overall simplicity/difficulty, defining game play and win objectives. Integral to Build I will be the collection of initial graphic assets, to include backgrounds for both the splashscreens and gameplay, logos for the developer and game title, level selection panel and level buttons, game object sprites and animations. BUILD II: – During this second tutorial, we expand on Build I – adding a fully functional Level 1 of gameplay. During the tutorial for Build II, we add the full set of game objects (tabletop, pegs and pegholes), expand the controller to accommodate game setup, routines to handle player actions for moving the pegs, jumping other pegs and also removing the jumped peg from the gameboard. Additionally, during this build we’ll include procedures to accommodate several unique game conditions: (a) error-prone actions, such as multiple clicks on a peg – or – selecting an invalid jump move, (b ) selecting a jump path when multiple jump options are available and (c ) determining if there are still any potential moves that the user can make – if not, ending the game. BUILD III: –The last tutorial adds new play levels to the game – focused on different geometries – each of which will be more challenging to the player. Please take a look – I think you’ll find it an interesting project. Here’s the URL’s to the three parts: E1 - Opening SplashScreen and Level Selection Panel E2 - A Full Game focused on a Single Level -- a 10 location triangle E3 - The Final Four Level Peg Puzzle Game View full story
    46. Gooey

      Getting back to it

      @Rutin ill try to sort it this weekend. @JWColeman This is the tutorial i used to understand loading and using .ttf fonts. if you have any questions get hold of me in the discord
    47. Tom Sloper

      How can anyone draw with an Graphics Tablet ?

      Fair comment. The link is removed. The topic is staying open for now.
    48. PersuaderGames

      I DRAW FOR YOU for the sake of experience

      Hello @GhostarWhite7 ! I am working with a few friends on a classic adventure game located in the snowy mountains. We are working on concept art at the moment, maybe you can help us creating more ideas and creative concepts? You can write me anytime for more information : )
    49. Hey Alvaro, I read up on freefall and now understand the second equation. So... I went back and tried to solve the problem from the very beginning, one step at a time, and I'm pretty much stuck on step 1 right off the bat... :L (see image) Even when assuming there is no gravity, I don't know y and t. Oh God...
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