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    • By Rio Lloyd
      Hey all!
      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 rioishere14@gmail.com
    • By sidbhati32
      How do I detect the mouse event of moving my mouse left or right and wheel up or down?
      I have used Get_X_LParam for mouse movement and WParam for wheel movement.
      Like DWORD x = HIWORD(wParam) but both of these events return continuous values.

      for eg. if(x>0)
      {
      //do this
      }

      else
      {
      //do this
      }

      the Wparam only returns the same value every time even if I am moving my wheel downwards. Same with Get_X_LParam
       
    • By Anri
      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.
       
      Cheers.
    • By FluffexStudios
      Hi everyone,
      Stitched has been released for almost a year now and our game has gone through numerous great updates and revisions thank to feedback from everyone! To conclude a wonderful summer, our game is currently on sale for 30% off on Steam from September 17th to October 1st. Check us out here: Store.steampowered.com
      Also, we would want to showcase some of our artworks for our game. Below are some of the concept arts that we did in the past.
      Firstly, the main subject we wanted to focus on before any art is the primary color of the game. We decided to choose purple as it's a color that stands out and somewhat fitting in a horror game.
      Below is the original title screen and the finalized version of the title screen of Stitched. We original wanted to give Catherine long hair but decided against it because we feel the long hairstyle was done too many times. We wanted to give Catherine a unique look hence we decided upon the new shorter hairstyle. We also touch up on her expression to make the player see that Catherine is terrified. Thirdly, we wanted to emphasize the title of the game by making it glow with light purple color.


      The below three images represent design stage for the doll character in Stitched. The first image is the original sketch. The second image is an updated version to give the character a more serious tone. The final sketch is to give the character her color which include her hair, face, and dress colors. We went through a large amount of revisions for this character to get the right color, facial expression to match her personality.



      And lastly, check out some amazing fan art for our game through this youtube video!

      For anyone who is interested in our art. Check out our deviant art page here.
      For those who have further interest in our game, check out our website here and our Steam developer page here for future projects!
      Cheers!
      Fluffex Studios
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