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Defense Of The Base

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    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
       
      Trailer: 
       
    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
       
    • By _RoboCat_
      Hi,
      Can anyone point me into good direction how to resolve this?
      I have flat mesh made from many quads (size 1x1 each) each split into 2 triangles. (made procedural)
      What i want to achieve is : "merge" small quads into bigger ones (show on picture 01), English is not my mother language and my search got no result... maybe i just form question wrong.
      i have array[][] where i store "map" information, for now i'm looking for blobs of same value in it -> and then for each position i create 1 quad. and on end create mesh from all.
      is there any good algorithm for creating mesh between random points on same plane? less triangles better. Or "de-tesselate" this to bigger/less triangles/quads?
      Also i would like to find "edges" and create "faces" between edge points (picture 02 shows what i want to achieve).
      No need for whole code, just if someone can point me in good direction would be nice.
      Thanks


    • By Terry Jin
      Hi everyone! 

      I am from an indie studio that has received funding for our concept and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but hopefully will transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own.
       
      We are hoping that you can help us make this a reality and are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX

      Here's some of our in game sprites for playable characters while moving around the game world! Hope to see you soon!
       


    • By khawk
      Watch the latest from Unity.
       
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