Jump to content
  • Advertisement
Sign in to follow this  
  • entry
    1
  • comments
    0
  • views
    713

Ragdoll Monster Shooter

Rafael Rivera

1319 views

Hi there Gamedevs. We did our first Free Android Ragdoll Physics game just now. If you can check it out it would be great! 

Here is the Play Store link: https://play.google.com/store/apps/details?id=com.flaw.ragdollmonstershooter Free Ragdoll Monster Shooter at Google play. 

Keep in touch.

Our Social media links:

Facebook: https://www.facebook.com/Flaw-Mobile-Games-478361965871672/

Twitter: https://twitter.com/flawmobilegame1

Youtube: https://www.youtube.com/channel/UCHsOj2-3L5QLNw6q8vV6tWQ?view_as=subscriber

Thoughts about the game?


#gamedev #ragdollphysics #freemobilegame

screenshot realistic physics ssss.png

screenshot zombie.png



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 N1H1LU5_k
      Greetings. Thank you for opening this thread. Long post ahead. I am a High School student trying to get into game development. I would like to ask you a set of questions, but I think giving a context first will be the best. So, this is what's happening:
       
      In recent time, about 3 weeks ago, I started learning how to use Unity Game Engine and Blender. I always loved to draw and design all kinds of weapons, armors but also levels (unfortunately, all of those are on paper only, FOR NOW, of course) and when I started to think about how to apply this trait of mine, I concluded I could try creating a game. Since it's only been three weeks, my game-making skills are extremelly poor (as expected). Fast forward to yesterday. We were supposed to pick up a topic for our graduation thesis which we will hand in closely to our school-leaving examinations in year 2021. There is a TON of stuff to choose from. As long as it is part of IT, it's fine. And I chose to make a game. Well, it's more of a one level of a game in my case. More students before me have taken this topic and passed totally OK with Flappy Bird-style game they made. They were satisfied with it. I wouldn't be. I want this game to be best possible, that is why I also want to start working on it as soon as possible. In fact, I am starting right now, but I figured it would be better to ask here first. I have roughly 17 months to make a game worthy of passing. Of course, it could be some Flappy Bird. But I want to go further. Excuse me if this all sounds stupid, but I simply would not be satisfied with just any game I would make. I am well aware I won't be able to make a game like Battlefield alone, that there is a ton of people and budget behind such games. But I want it to be as best as possible.
       
      Now, my question is: What kind of game would I be able to make in this time of 17 months ? You have probably rolled your eyes after this question, don't worry, I understand how subjective the answer is. But I will at least try to state some metrics that can help with answer. I believe I have some fundamentals of programming, willing to learn the language needed (I believe in this case it's c#), I will be hooked on creating, animating and further improving 3D assets as needed for sure. I am able to dedicate at least 2 hours every day, a lot more so on weekends. I have to prepare for school and I also work, so that would be 2 hours of time on workdays right now. I would be able to get music and voice samples for characters in the game. 
       
      Here is my current plan. Please, if you see this as unreal to make in my deadline, tell me about it. I want to make one level of a FPS shooter, kinda sci-fi game with approximatelly 4-5 cutscenes and a small bossfight at the end of the level. Graphical quality would be that of a current CS:GO. Favored play-time would be, I think, around 15-20 minutes. Map would be a destroyed urban area. I have a lot of concepts (characters, weapons, rooms and so on) already drawn and if not, envisioned. If this is not possible, what would be the best game I would be able to make in 17 months ?
       
      Thank you for reading. Please, be honest. I know my idea can sound stupid, and answer I am looking might seem too subjective, but I want to get corrected if I am wrong with all of this. I highly value any reply that will be able to help in the slightest.
       
      Until then, have a nice day.
       
    • By Trexioas Xavier
      I want to know how would i go about making a 3D line renderer, it can be either a 3D or 2D-billboard line renderer. I don't want it to be static, i would like to add vertices to the line and extend it however i want to. To give an idea of what i want it to be/look like, Think of the Gauss Gun from Half life 1 and Half Life 2. I would want to make it reflect off the walls. I know i would need to do calculations to determine how to reflect off walls, i am just asking how would i go about making a 2D/3D line renderer. Please send me some online resources i can read upon.
      Thank you for your help!
    • By RoKabium Games
      Weapons - Magnacer is the first basic weapon that your Alien has equipped from the start. It shoots single bullets with a medium range that makes moderate damage to most enemies.
    • By CursedPhoenix
      I'm thinking on developing my own breeding game. Should be easy enougth to create the basic game mechanics and mostly the planning phase is done. I'll use "NimbleBit"s "Pocket Frogs" (https://en.wikipedia.org/wiki/Pocket_Frogs and https://play.google.com/store/apps/details?id=com.nimblebit.pocketfrogs&hl=de) as example, because my idea is in some ways quite similar. Android is the first platform I want to target, with optional expanding later to IOS and perhaps Windows.

      First Problem:
      I'm quite not sure about what language or engine I should use. I know this question is mainly based on opinion, but based on what I plan to do, is there an engine to prefer and why, or should I build it from scratch and wich language should I use then? At the moment my best bet would be on unity or python. Any suggestions here?

      Second (and most significant) Problem:
      I want to create a large amount  of - let's call it - monsters, that differs in color, pattern, color of the pattern and partly shape, but I don't get the trick behind it. So the question here is: How to create reusable monsters that differ in the above mentioned characteristics, with the lowest possible number of graphics.
      My thoughts and attempts on that topic: I looked at Pocket Frogs, and except shape they do exact the same with their frogs what I want to do. But I really don't get how they created over 38.000 (!!!) individual frogs, and the game still doesn't use that much space. I first tried to extract the graphics from the games files to puzzle together what they did. But I could not find them. However I think I figured out some parts of this secret just by looking at the frogs ingame: I think they used a basic frog model. 16 to be exact, to create 16 background frogs in all the colors. On top of them they just displayed the different patterns. But - and thats the mystery - the patterns are in different colors too and  I still dont believe they made 16*104=1664 different pattern graphics. So what trick am I missing here? Some kind of mask? Can I use the same technique to create different additional shapes for my monsters? And how did they made the feet moving. If the pattern on the feet are extra graphics, that would be another 1664 graphics.
      Any idea on how I can make this work, or on how did they make this work will be very appreciated! Thx
    • By JeremyAlessi
      In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton.  Nathan and Derek are local indie developers and long-time PixelFest participants. Nathan recently built a shoe-box arcade controller amongst a variety of gaming projects. Meanwhile, Derek talks Bouncy Bear and personal skill development.
       
       


      View full story
  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!