Hi guys, let me introduce my new project - Just Smash It! It's all about destruction! Break your way smashing objects with aimed shots!
* Realistic physics of destruction
* Smooth game flow
* Pleasant graphic and sound design
* Infinite mode after passing the basic set of levels
* Small size, great time-killer!
Play Market: https://play.google.com/store/apps/details?id=com.blackspoongames.smashworld
Feedback are welcome!
There are two Entities in the game and we controlling one of them. The other entity moves in a particular direction throughout the game and I want to make the AI like the enemy shoots at my player after some duration of time. I am using Directx 10 SDK for this.
I think I would need to calculate the distance between the two entities and shoot it towards the player.
I would need to calculate the distance between the two vectors and direction of A towards B.
How to calculate the direction between the two?
we are a team of 3 looking for more members,
we are making an isometrical Survival RPG.
we are looking For Members who can make low poly 3D artists who can do character models, environments, tools and more.
if interested and want to know more email me at email@example.com
I'm working on a small arcade-style Android game for phones and tablets( using Android Studio and Java ) and I'm not 100% satisfied with the touch screen controls. The game has five buttons for control; left and right, and three buttons for firing three different bullet types( essential to the main mechanic of the game itself ).
The irony is that they respond very well even with scaling on different devices and the coding is bullet-proof( zero crashes or bugs since extensive testing ), but as the game is as fast paced as Space Invaders or Columns it kinda falls apart as I switch between pressing buttons in the heat of the action. I am now at the point where I'm having to slow the game down to make it easier to cope with the touch-screen buttons, or adopt a harsh attitude that the player will need an Android-compatible gamepad for the best possible experience...
Quality controls with standard input is something I take very seriously, but in this case I feel action games are not suited for tablets without a gamepad. Would this be a correct assumption or could I do better?
Any thoughts would be most welcome - even if you are just a gamer.
BenchmarkNet is a console application for testing the reliable UDP networking solutions.
Asynchronous simulation of a large number of clients
Stable under high loads
Simple and flexible simulation setup
Detailed session information
Supported networking libraries:
More information and source code on GitHub.
You can find the latest benchmark results on the wiki page.