Jump to content
  • Advertisement
Sign in to follow this  
  • entry
    1
  • comments
    0
  • views
    381

Release.

Sign in to follow this  
AmbushGames

976 views

Ever since we joined, Ambush Games has been the laughing stock of the GameDev.net forums and Discord server. Attempting projects too ambitious, sheer lack of experience, and total cringiness all lead up to this. Those days are over. Ambush Games is now about results, not ambition. Quality and quantity. Out of this we have already birthed a piece of software like no other. Made in a week, built to mimic vector graphics, and built to be simple, we bring you ArcAngel. This free to play arcade shooter is simple enough for you Atari age mother to enjoy.

 

https://ambush-games.itch.io/arcangel

 

This is how Ambush Games works now. Results, not ambition.

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By mtjscott
      Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position.
       
      If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much.
       
      Here's What happens:
      https://gyazo.com/f211e50f32ac59437a93dad7295a14be
      (screencap gif of the game viewer)
       
      Here is the shoot script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } }  
      Here is the camera follow script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }  
    • By Nilmani Gautam
      Welcome everyone, this is the last video on section and end of our Terminal Hacker game. In this video we will learn to create random number. 
      And from our next section we will create 3d game 
      We will create CUBE RACE for our lesson.
       
    • By GameDev.net
      Does your code use one of the most popular graphics or compute APIs? Here is a map of Intel® processor series to each graphics generation to add to your dev docs.
      Developer Documents for Intel® Processor Graphics
      Intel® processor graphics provide the graphics, compute, media, and display for many of our processors including the 6th gen Intel® Core™ processors. Does your code use one of the popular graphics or compute APIs? Do you want a deeper understanding of our graphics hardware architecture? In the table, you’ll find the right documents to help you write and tune your software so it runs great on Intel processor graphics.
      If you’re developing compute applications, the compute architecture guides give foundational reading and the OpenCL™ optimization guides show you how to optimize. If your code uses the graphics APIs, read the graphics dev guides or programmers reference manuals.
      Read more
    • By sosnol_gaming
      The massively popular memes "Bongo Cat" has been made into a smartphone game!
       
      Welcome to Bongo Cat DUELS! Wild West is waiting for you. Fight vicious enemies, upgrade cat skills and buy new guns.
       
      FEATURES:
       
      -Participate in duels;

      -Get money and experience for winning;
       
      -Open new duels;

      Google Play:
      https://play.google.com/store/apps/details?id=com.IceSky.bongo_cat_duels
      Youtube:
       
    • By Sultown
      Good evening.
      Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
      I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
      Let me know if this needs clarification or if this is in the wrong subforum.
      Thanks.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!