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By BAG Labs
Mobile SoS
Platform: Android
Genre: Board
Link: Google Play
This games sharpen memory and test your strategies to place SOS pattern within time limit and serve 3 difficulties as Easy, Normal, and Hard.
Goals of the game is to put SOS words in patterns (Horizontal, Vertical, and Diagonal) alternately with enemy.
Features:
Single Player Multiplayer Achievements Leaderboards
Screenshot:
Link: Google Play
Please help us improve this game with review

By Connor Rust
I am currently attempting to make a navigation mesh for our 2D top down game, which is a multiplayer game using Node.js as the server communication. At the moment, I have implemented A* over an obstacle hardnessmap, which is awfully slow and laggy at times when we test our game on Heroku. I have been trying to find an algorithm to automatically generate the navmesh after map creation, instead of me having to do this manually. I am currently attempting to use Delaunay's Triangulation Divide and Conquer algorithm, but I am running into some issues. I have already asked a question on StackOverflow and am not getting many suggestions and help from it, so I figured I would come here. Is there another algorithm that might be better to use for the navmesh generation in comparison to Deluanay's Triangulation? My current implementation seems extremely buggy during the merge step and I cannot find the error. I have checked over the code countless times, comparing it to the description of the algorithm from http://www.geom.uiuc.edu/~samuelp/del_project.html.
My current code is this:
class MapNode { constructor(x, y) { this.position = new Vector(x, y); this.neighbors = []; } distance(n) { return this.position.distance(n.position); } inNeighbor(n) { for (let i = 0; i < this.neighbors.length; i++) { if (this.neighbors[i] === n) return true; } return false; } addNeighbor(n) { this.neighbors = this.neighbors.filter((node) => node != n); this.neighbors.push(n); } addNeighbors(arr) { let self = this; arr.forEach((n) => self.neighbors.push(n)); } removeNeighbor(n) { this.neighbors = this.neighbors.filter((neighbor) => neighbor != n); } } class Triangle { constructor(p1, p2, p3) { this.p1 = p1; this.p2 = p2; this.p3 = p3; this.neighbors = []; } addNeighbors(n) { this.neighbors.push(n); } } function genSubMat(matrix, ignoreCol) { let r = []; for (let i = 0; i < matrix.length  1; i++) { r.push([]); for (let j = 0; j < matrix[0].length; j++) { if (j != ignoreCol) r[i].push(matrix[i + 1][j]); } } return r; } function determinantSqMat(matrix) { if (matrix.length != matrix[0].length) return false; if (matrix.length === 2) return matrix[0][0] * matrix[1][1]  matrix[1][0] * matrix[0][1]; let det = 0; for (let i = 0; i < matrix.length; i++) { let r = genSubMat(matrix, i); let tmp = matrix[0][i] * determinantSqMat(r); if (i % 2 == 0) det += tmp; else det = tmp; } return det; } // if d is in the circle formed by points a, b, and c, return > 0 // d is on circle, return 0 // d is outside of circle, return < 0 function inCircle(a, b, c, d) { let arr = [a, b, c, d]; let mat = [ [], [], [], [] ]; for (let i = 0; i < arr.length; i++) { mat[i][0] = 1; mat[i][1] = arr[i].position.x; mat[i][2] = arr[i].position.y; mat[i][3] = arr[i].position.x * arr[i].position.x + arr[i].position.y * arr[i].position.y; } return determinantSqMat(mat); } function walkable(from, to, hardnessMap) { let diff = new Vector(to.x  from.x, to.y  from.y); if (Math.abs(diff.x) > Math.abs(diff.y)) diff.scale(Math.abs(1 / diff.x)); else diff.scale(Math.abs(1 / diff.y)); let current = new Vector(from.x + diff.x, from.y + diff.y); while (Math.round(current.x) != to.x  Math.round(current.y) != to.y) { if (hardnessMap[Math.floor(current.y)][Math.floor(current.x)] === 1) return false; current.x += diff.x; current.y += diff.y; } return true; } function getLowest(nodes) { let lowest = nodes[0]; for (let i = 1; i < nodes.length; i++) { if (nodes[i].position.y < lowest.position.y) lowest = nodes[i]; } return lowest; } // returns the angle between 2 vectors, if cw is true, then return clockwise angle between, // else return the ccw angle between. b is the "hinge" point function angleBetween(a, b, c, cw) { let ba = new Vector(a.position.x  b.position.x, a.position.y  b.position.y); let bc = new Vector(c.position.x  b.position.x, c.position.y  b.position.y); let v0 = new Vector(0, 1); let angleBA = v0.angleBetween(ba) * 180 / Math.PI; if (angleBA < 0) angleBA += 360; let angleBC = v0.angleBetween(bc) * 180 / Math.PI; if (angleBC < 0) angleBC += 360; let smallest = Math.min(angleBA, angleBC); let largest = Math.max(angleBA, angleBC); let angle = largest  smallest; return (cw) ? angle : 360  angle; } function sortSmallestAngle(a, b, list, cw) { list.sort((m, n) => { let vab = new Vector(a.position.x  b.position.x, a.position.y  b.position.y); let vmb = new Vector(m.position.x  b.position.x, m.position.y  b.position.y); let vnb = new Vector(n.position.x  b.position.x, n.position.y  b.position.y); if (cw) return vab.angleBetween(vmb, cw)  vab.angleBetween(vnb, cw); else return vab.angleBetween(vnb, cw)  vab.angleBetween(vmb, cw); }); } // a is in list, b is in the other list function getPotential(a, b, list, cw) { sortSmallestAngle(b, a, list, cw); for (let i = 0; i < list.length  1; i++) { let angle = angleBetween(b, a, list[i], cw); if (angle > 180) return false; else if (inCircle(a, b, list[i], list[i + 1]) <= 0) return list[i]; else { a.removeNeighbor(list[i]); list[i].removeNeighbor(a); } } let potential = list[list.length  1]; if (potential) { let angle = angleBetween(a, b, potential, cw); if (angle > 180) return false; return potential; } return false; } function merge(leftNodes, rightNodes, leftBase, rightBase, hardnessMap) { leftBase.addNeighbor(rightBase); rightBase.addNeighbor(leftBase); let newLeft = leftNodes.filter((n) => n != leftBase); let newRight = rightNodes.filter((n) => n != rightBase); let potentialLeft = getPotential(leftBase, rightBase, newLeft, false); let potentialRight = getPotential(rightBase, leftBase, newRight, true); if (!potentialLeft && !potentialRight) return; else if (potentialLeft && !potentialRight) merge(newLeft, newRight, potentialLeft, rightBase, hardnessMap); else if (potentialRight && !potentialLeft) merge(newLeft, newRight, leftBase, potentialRight, hardnessMap); else { if (inCircle(leftBase, rightBase, potentialLeft, potentialRight) <= 0) merge(newLeft, newRight, potentialLeft, rightBase, hardnessMap); if (inCircle(leftBase, rightBase, potentialRight, potentialLeft) <= 0) merge(newLeft, newRight, leftBase, potentialRight, hardnessMap); } } // divide and conquer algorithm function delaunay(nodes, hardnessMap) { if (nodes.length <= 3) { for (let i = 0; i < nodes.length; i++) for (let j = 0; j < nodes.length; j++) if (i != j) nodes[i].addNeighbor(nodes[j]); return nodes; } else { nodes.sort((a, b) => { let tmp = a.position.x  b.position.x; if (tmp === 0) return b.position.y  a.position.y; return tmp; }); let l = nodes.length; let leftNodes; let rightNodes; if (l === 4) { leftNodes = delaunay(nodes.slice(0, 3), hardnessMap); rightNodes = delaunay(nodes.slice(3, 4), hardnessMap); } else { leftNodes = delaunay(nodes.slice(0, Math.floor(nodes.length / 2)), hardnessMap); rightNodes = delaunay(nodes.slice(Math.floor(nodes.length / 2), nodes.length), hardnessMap); } let leftBase = getLowest(leftNodes); let rightBase = getLowest(rightNodes); merge(leftNodes, rightNodes, leftBase, rightBase, hardnessMap); console.log("=============================MergeComplete================================"); return nodes; } }

By Hilster
Hello 2D Artists,
I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active.
The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects.
The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background.
I intend to add more objects so the amount I'd like to add will be extended.
My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business.
Please reply with a few past examples of your art below and I'll be in touch!

By suliman
Hi!
My game is coming along nicely and I would love some feedback.
You play as one (or two in coop) survivor that must travel the land and survive the infected hordes, looners and bandits. You stop in locations but are always pressed as the hordes will start pouring in. Collect resources (food, fuel, medical supplies and ammo) and weapons and head for the goal!
Tips
Always quickly switch to a melee weapon if running out of ammo Loot everything if you have time to loot, including cartrunks Choose locations that have the loot you need (such as gas station for fuel) Try to avoid running out of fuel or having your car break down. Walking is dangerous! Download (50 MB, works with windows only, you DON'T need dropbox to download):
Damnation road (beta 2)

By MeeMaster
I am a beginner in the Game Dev business, however I plan to build a futuristic MMO with some interesting mechanics.
However, I have some doubts about shooting mechanics that I chose for this game and would like to know your opinion on this. The mechanic goes as follows:
 Each gun would have it's damagepershot value
 Each gun would have it's shotspersecond value
 Each gun would have it's accuracy rating
Now the question is: how to calculate the output damage? I have three available options:
1) Calculate the chance of each shot hitting the target (pershot accuracy)
2) Multiply the damage output of a weapon by it's accuracy rating (weapon with 50% accuracy deals 50% of it's base damage)
3) Don't use accuracy at all and just adjust the weapon damage output
Which of these three mechanics would you like to see in a game? Mind, this will be an MMO game, so it will have lockon targets, AoE effects and all that jazz.



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