Jump to content
  • Advertisement


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 phil67rpg
      I am made a lot of progress in my game but I have hit a small snag. in my code I am using an AABB collision detection. I have also used exit(0) to debug my code.it tells  me where in my code where it is getting access to. I have put exit(0) in the AABB collision detection and it accesses it just fine. but when I put only drawcollision_one function in the AABB collision routine it does not draw my collision sprite  animation. when I put drawcollision_one in the display function it works just fine. when the planes collide nothing happens but the exit(0) is accessed when the planes collide. here is the code I am working on.
      void drawcollision_one() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[3]); glBegin(GL_POLYGON); glTexCoord3f(0.0f + screen, 0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glTexCoord3f(0.167f + screen, 0.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.0f); glTexCoord3f(0.167f + screen, 1.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.0f); glTexCoord3f(0.0f + screen, 1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.0f); glEnd(); glDisable(GL_TEXTURE_2D); } void timer(int val) { screen += 0.1667f; if (screen >= 1.0f) { screen = 1.0f; } glutPostRedisplay(); glutTimerFunc(500, timer, 0); } void coll_plane_one() { //draw bullet float x = -5.0f + horizontal; float y = 0.0f + vertical; float oWidth = 1.0f; float oHeight = 1.0f; //draw plane float xTwo = 5.0f + horizontal_one; float yTwo = 0.0f + vertical_one; float oTwoWidth = 1.0f; float oTwoHeight = 1.0f; if (checkCollide(x, y, oWidth, oHeight, xTwo, yTwo, oTwoWidth, oTwoHeight) == 1) { drawcollision_one(); } }  
    • By JustACicada
      Random Number God has been updated to v1.1.0.
      This is an incremental (although not idle) game about defeating randomized robots by rolling dice and playing cards that alter those dice and their effects.
      Other than performance fixes, the game has been rebalanced from the ground up. Now it should progress in a more fluid fashion. An option to reset the game with a significant boost to your power has been added, allowing you to advance further than you could before.
      There is also now an option to significantly speed up battle animations. Once you learn the rules of the game, a battle can easily take <2 min.
      Windows, Linux: https://justacicada.itch.io/random-number-god
      Android: https://play.google.com/store/apps/details?id=samuelVazquez.randomNumberGod


    • By Shaarigan
      Hello Community,
      I'm passionated game developer and doing some hobby board game authoring in my spare time. I'm now at a point that there is need for some artworks for a new game I'm currently prototyping that need to match a certain art style, so I'm looking for a reliable Artist/ Illustrator to help getting the artwork done for a few cards.
      The card game is a collectible strategy card game where each player has a preconstructed deck of cards with the goal to decrease every other opponent's life points to zero. So far so convinient the game comes with a clue; in order to skip any randomness caused by throwing a dice or flipping a coin, players do some kind of Tarot Fortune telling to determine the result of certain situations. Away from classic taro cards, there are some other game related constelations like The Omen, The Herald or The Horseman which each has certain meaning based on current situation.
      The cards have a minimalistic but also detailed art style and this is my current problem. While my knowledge using Photoshop is at a level I could design my cards very well, I'm not talented enougth to do the art except the example picture I already did.

       
      So anybody who likes card games/ board games like I do and would be able to draw/sketch or however reach the art style of my current sample image and willing to help for 10 to 15 different images would be welcome.
      The game will, once be completed in design and balancing, presented to an agency to be or be not approved for further potential customers in order to get produced or otherwise put to Kickstarter. However, as always I do this for joy not profit so don't expect any financial outome.
      Please contact me via Discord or PM for interest or further questions. I expect a minimal netiqeutte for example to be honest, reliable and all but foremost tell me if and when I could expect first results so I wouldn't be waiting all day for a never comming reply
      Thanks in advance
    • By Jamesgz
      Hey my dudes,
      Me and 4 friends are third year compsci students. Three of us are pretty good at drawing. We are hoping to make a 2d roguelite game with unity during the next few months. We are still brainstorming. At the moment, my idea is to create a card roguelite game:
      First, you would need to choose 2 heroes to enter the dungeon with the goal of finding a treasure. The treasure found gives you extra bonus in later runs. You can choose between mage, gunner, rogue, paladin, warrior and fighter. Each hero has their own unique cards. And there are common cards that every heroes can get(like hearthstone).
      The progression system would be like slay the spire’s. You can choose your own path, but every paths leads to the boss. It would use procedural generation. After defeating an enemy, you get to choose a new card out of the three options. There would be shops, random events, elite enemies, etc
      The combat system is where i need some suggestions on. There would be two piles of deck. One for each hero. I can think of two good combat systems:
      1. Before every enemy encounters, you can choose what cards to use from your deck. Cards not used would not get discarded. Cards are drawn from the deck only if they break or due to special card’s effect. Every card have a durability number. Ones the durability reach zero, the card would break and can no longer be used. Events/enemies can modify the durability of the cards.
      2. Card not used this turn would get discarded. Once the deck is empty, the discard pile gets shuffled and copied to the deck. Card/item effects can increase the number of cards you draw.
      How can I make the game more interesting? Any suggestions would be appreciated.
×

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!