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Found 889 results

  1. Geri

    Anime Maker

    Anime Maker is an ultimately simple and but powerfull crossplatform software to create animated cartoons and anime.Download your favorite anime fanworks (characters, backgrounds) from internet, then open them with Anime Maker to create an Anime from them!Anime Maker offers shot based timeline management with 27 image layers, simple BONE ANIMATION for moving your heroes, dozens of effect including fire, water, snowfall, fountain, and refraction. Make your own anime for amatheur or professional movie competitions! Create your own ultimate fanfictions from your favorit anime, impress your friends, create your own anime seasons for televisions, or video sharing sites! Your career as an anime artist starts today! Anime Maker offers all the feature that required to create an anime, including the folowing: - Time-line and shot based video edition with copy/paste/delete abilities - Support for bmp, jpg, png formats with alpha map, and automatic alpha-map generation - 27 independent graphics layer to create your movie - 3 sound channel on the timeline - Wav and ogg files for audio - Mouse and touchscreen for input - AVI video export with antialiasing - x86 and ARM based computers and mobile phones - Windows, Linux and Android compatibility - 8 invididual bones on all layers, with 4 joints each - Real time motion movement recording for realible animation - Dozens of fire and particle effects with your own textures - Layer refraction effects (water waves, etc) - Anime Maker supports multiple CPU cores for great performance - Dedicated mouth speak layer management - More stable than video software usually - Very small memory footprint, and powersaving - Ability to morph, move, resize, color, blend your layers in real-time - WYSIWYG editor: what you see is what you will get on export - Supports cutting exported video into multiple files - Tooltips as easy usage guide - Instant start and quit - Multimedia cacheing to avoid memory waste - 16:9 ratio with custom shot sizes optimized for Anime - Colored and shadowed subtitles download: http://AnimeMaker.tk http://gerigeri.uw.hu/animemaker/index.html
  2. Introducing Jumpaï! A game made using LibGDX. It's been 21 months the game is in development and we just released version 0.3! It's an online game, there's a server running at http://jumpai.net/ and everyone can join! Registering is easy, username password and you are good.The point of the game is to make your own level! There's an easy to use, integrated editor allow you to make your levels and they same automatically on the cloud. You can then join them online to play with your friends. A lot of cool mechanics, portals, powerups, items... Check it out! Trailer: Also, you can join us on discord https://discord.gg/R4ZafEw Screenshots:
  3. Tape_Worm

    Gorgon v3 – Animation

    I got the rework of the animation system for v3 done and up on the git hubs. Naturally, I took this awesome video of it. It’s a music video. But not just any music video. A very bad, cheesy 80’s music video (the best kind). Of course, the music is metal \m/ (done, very poorly, by yours truly). Anyway, that’s all. View the full article
  4. Hornok Tibor

    Lack of idea for background

    Hello! I new for game developing and to gamedev.net. I hope somebody can point me to the right direction. I developing a vertical shoot em' up and I want to make some non-traditional backgrounds. I want to make something like hyperspace but more cartoonish and colorful, and of course in top-down. i can't find any good example, so if any of you know any way to get good inspiration to make it, thanks!
  5. Hello everyone, Who are you and what is this about? We are a team of two working on a Dungeon Based Turn-Based RPG that features a unique combat system and creative mechanics that bring the story to life. How far along are you? The engine the game will be using (which is built on top of Unity) is about 85% done so we felt this would be the best time to get others involved as we don't want to have you waiting too long to see something playable. What's your release plan? The plan is to release the first episode (three dungeons) for free on PC and Xbox (through the creators program) this holiday. This first episode is for us to test the fun aspect of the game mechanics, establish a name and generate a buzz. We're basically experimenting with releasing a game that we would love to play and would love for you join us. This game is part of a universe that we'd been planning for years and felt this would be the best intro to it and also the best way to polish our tools and knowledge. Depending on how the first episode is released will be received, and if you've joined the team and would love to take things up a notch, we can all sit down and discuss how to move to a full game. Who are you looking for? We are currently working with voice actors on the story, dialogue and voices for the full first episode. We are currently talking to a few music composers that are interested in collaborating on the game, but nothing has been finalized yet. If you're interested, please let us know. We are looking for artists for: Backgrounds: We are looking at something similar to Megaman X6 style of backgrounds. Character Portraits: The game is heavy on story, fully voice acted as well. For dialogues, we are looking at having the characters portraits pop up next to the dialogue with a few emotions. Think Persona style? Character Sprites: These are the characters as seen in the level and combat as well as mini bosses, etc. Looking for going Megaman X6 style here. Level Assets and Battle Assets: Again Megaman X6 Style ... But you already knew that. Final words? We are super excited to finally see this come to life and while we're doing all of this currently unpaid, we feel it'd be a great side project and a fun game that will be trying something unique. And of course we'd love to meet all of you and make new friend along the way. If you're interested or have any questions or concerns, please feel free to reply to the topic or reach out to us. Looking forward to hearing from you
  6. .I work with professionnals (books, game) and I have a great experience with individual commissionners since three years. My prices are very reasonable. You can check my portfolio here: bradyrain.artstation Skype: Brady Rain Facebook: https: www.facebook.com/dmitri.veselyi We can negotiate the prices. Feel free to contact me and discuss about the project. Regards, Dmytro Veseliy.
  7. Hey there, I'm very new to this forum so i have no idea, if someone has the time to help me out a bit. So.. I'm working on a Kingdom Hearts Game. I nearly finished the Engine of the Game, but i need to make more sprites and animations for the characters. The Game will not be that long or have a real story, i just planned to make all Organisation Battles from Kingdom Hearts II in 2D graphics. The Gameplay will be like KH2 or other Kingdom Hearts Titles. You will be able to change your start conditions like you want (for Example: Lvl 1, Critical & No Experience or Lvl 99, Beginner etc). You will have Items, Abilities, Spells and you can customize shortcuts like in Kingdom Hearts II. I'm open to ideas and suggestions. If you are interested in this Project and want to help me out with sprites, pls PM me. I really need help and if it's done i will buy ice-cream to everyone who helped me I will include a few Screenshot that you can picture what it will look like and if you help i will send you a Demo-Version ^^ And sorry for my bad English Thank you for your attention i forgot to say the sprites and graphics that are actually in the game will not be the graphics that will be in the finished version
  8. Dmitry Veseliy

    Bradys Art

    I would like see you on my artstation. Have a look at my paintings. Hope you enjoy it and thank you a lot for you time and support. You can check my portfolio here: bradyrain.artstation Skype: Brady Rain Facebook: https: www.facebook.com/dmitri.veselyi Feel free to contact me and discuss about any project. Regards, Dmytro Veseliy.
  9. Hello! My name is Tania. Im from Kiev Ukraine and Im an artist. I have lots of free time and a big desire to be a part of a team that working on a game. I draw for the last three years. I draw on my tablet and Im working basically in Photoshop. I speak well English so we will not gonna have problems with language barrier. I can work in different styles and do different type of art - occlusions - character design - icons Write me - onethousandartist@gmail.com You can find my works on - https://www.behance.net/cherepachkf7da
  10. Hi guys, I've been learning to make my SDL reusable framework from the book SDL game development (image below). And now I'm trying to understand the ScrollingBackground (page 206 - creating Alien attack) but I still haven't figured out the meaning of the code. If someone finished this book please show me a more specific meaning, idea of the code (sorry for my bad english)
  11. cfrankb

    sample0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  12. cfrankb

    7.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  13. cfrankb

    6.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  14. cfrankb

    5.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  15. cfrankb

    4.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  16. cfrankb

    3.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  17. cfrankb

    2.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  18. cfrankb

    0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  19. cfrankb

    1.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  20. I've created a HTML5 2D canvas game and I'm now ready to take the step and convert it to a native Android (and iOS) app. The game works perfectly fine in any desktop or mobile browser. Animations are fast and smooth. After some research, I decided Cordova was the way to go to create native apps for Android and iOS. My first priority is Android, simply because I have an Android phone myself and I don't have a Mac (which apparently is required to build iOS apps). I have looked at Cocoon.io and although that might be an even better option than Cordova (since it's actually build on top of Cordova), the thing that made me run from it is the fact that it costs $500 just to remove the "build with Cocoon" splash screen... After installing all prerequisites (cordova, Android Studio, nodes.js) building my first APK was easy. When I ran my game in the Android emulator, the game was abysmally slow... Testing it on my device yielded the same slow results. After searching the internet, I figured it was because on some devices, an old and slow WebView is used by native apps to display HTML5 content. Still strange since my phone uses Android 7.0.0 and the emulator uses Android 8.0.0... I quickly found FastCanvas, a PhoneGap/Cordova plugin that adds a very fast canvas "compatible" rendering surface. But it was last updated in 2013 and after trying to get it to work for almost 16 hours straight, I came to the conclusion there's no way to get this to work with the current version of Cordova. I then found CrossWalk-WebView. This too was pretty old and a pain to get it to work with the current version of Cordova. And when I did get it to work, I quickly found out it created a few new problems making my game unplayable (noticeably a strange lag when touching the screen. Not the famous 300ms input lag, but after touching the screen, the entire game would freeze for 200ms-300ms). So I had to give up on Crosswalk as well. So now I am at a loss. Can anyone offer me suggestions on how to speed up canvas rendering in Cordova? It's pretty darn frustrating that my HTML5 game is finished and I'm ready for publication, only to find out that's not as easy everyone says it is... (BTW, I've posted the same question on a few other forums to reach as many game developers as possible.)
  21. Classically, people would recommend beginning game programming with C++ and DirectX, but due to their complicatedness, it's not so easy to create even a 2D-game with these two tools, let alone 3D-games. So quite often, we'll see people use a lot of 3rd party libraries imported to Visual Studio, and these libraries are quite happy to create a lot of warnings when compiled, which isn't so beautiful. A few months ago, while playing a mini-game of WeChat's "mini program", I found it simple enough, yet quite amazing! And later I learned it was created by JavaScript. Now I want to learn this new language, but I wonder if it is a right approach to creating 2D-, even 3D-games. By "right", I don't mean I want it to create complex games, but just to help me learn and understand the basics of creating a mini game.
  22. Hi, I want to present my game called "Stick Bunny" – arrcade game in which you have to help Bunny to go from one platform to another. Download from here: https://play.google.com/store/apps/details?id=com.threemgames.stickbunny Youtube video gameplay: Funny Bunny wants to go from one platform to another. Use stick and help Bunny. Stick can increase the length. Be careful, if the stick is too long Bunny will be knocked and if it is too short Bunny will fall down. Try to go as far as you can. Collect carrots and exchane them for new characters of Bunny. Tap the screen to change size of the stick. Are you ready to reach 100 platforms or mayby you want to go even farther? So tap the screen, join platforms with sticks, and collect carrots. It is FREE! I am waiting for your comments. Please, give me feedback. If you notice any bugs please tell me. Thanks !
  23. Ruslan Sibgatullin

    Seven Tips for Starting Game Developers

    Originally posted on Medium Well, it’s been a ride. My first game Totem Spirits is now live. I’m not gonna tell you how awesome the game is (since you may try it yourself :) ). Instead I want to share my own experience as a developer and highlight some useful tips for those interested in game development. First of all, short background information about myself — I’m 26 now and have about 22 years of a game playing experience (yes, that’s right the first games I played at age 3–4, one of them was Age of Empires) and slightly more than three years of professional career as a Java developer. Alright, let’s dive into the topic itself now. There are seven tips I’ve discovered while creating the game: 1. The team is the main asset. Yes, even the smallest game dev studios have a team of a few people. I literally give a standing ovation to those guys who are able to create a whole game product only by themselves (I know only one example of such). In my team there were one artist, one UX-designer\artist, one sound designer, and myself — programmer\game designer\UX-designer. And here comes the first tip: you should tip 1: Delegate the work you are not qualified in to the professionals. Just a few examples why: Firstly, I tried to find the sounds myself, spent a few days on it and ended up with a terrible mix of unsuitable and poorly created sound samples. Then, I found a guy who made a great set of sounds for less than $15. The first version of promo video was, well, horrible, because I thought I’m quite good at it. Fortunately, I met an UX-designer who made this cool version you may find at the beginning of this post. I can see now why there are so many, let’s say, strange-looking games with horrible art assets and unlistenable music. Well, you just can’t have the same level of professionalism in everything. 2. Game development is not free. You would have to spend your time or\and your money. I mean, if you want to create a good-looking and playable product you need to invest in it. To be honest, I think that not each and every product out there in the markets can be called a “Game”, since many of them are barely playable. As for my game I’ve spend about $1200 on the development and slightly more than 2 years of my life. Still think that it’s worth every penny and every minute, since I gained a lot of experience in programming which boosted my professional career. tip 2: Take it seriously, investments are necessary. 3. Respect the product. The development process is painful, you will want to quit several(many)times. But if the game you’re building is the one you would enjoy playing yourself it would make the process more interesting and give it additional meaning. The third tip is my main keynote. tip 3: Build a game you would want to play yourself. 4. Share it with the closest friends and relatives, BUT… tip 4: …choose beta-testers wisely. If you don’t want to pay extra money for professional testers then friends\colleagues\relatives are gonna be the first ones to test the game. Try to find what kind of games they like since probably not each of them represents your target audience. And I suggest sharing the product not earlier that in the “beta” stage — otherwise you would need to explain a lot of game rules and that would harm the user experience and you gain almost nothing useful out of it. 5. Make use of your strengths. It will cost you less if you know how to code or how to create an assets. In my case, I didn’t need to hire a programmers or game designers. No one is able to implement your idea better than you, that’s why I suggest to tip 5: Take as many roles in the project as possible. But do not forget about the tip 1. 6. Don’t waste too much time on planning. No, you still need to have some kind of a roadmap and game design document, just tip 6: Make documentation flexible. You would probably need to change it many times. In my case a lot of great ideas had come during the development process itself. And don’t be afraid to share your ideas within a team and listen to their ideas as well! 7. You will hate your game at some point. That may sound sad, but that’s true. After a ten-thousandth launch you just hate the game. You may be tempted to start a new “better”, “more interesting”, etc. project at that point, but, please, tip 7: Don’t give up! Make it happen. Share the game with the world since you’ve put a lot of effort into it. Those tips I’ve discovered mostly for myself and more than sure that for a game industry giants the list above may sound like a baby talk. Nevertheless I still think it might be useful for those dreaming to create the best game ever.
  24. ggenije

    Make game like worms

    As said in title i want to make game like worms but i will some limits: 1.I can only draw terrarian using circles 2.Engine have very low performance -> only around 1000 circles allowed for normal fps of course in 2D
  25. I have prepared a video tutorial that explains how you can make a game in 5 minutes with LGCK builder. This small video is a quick introduction to use this amazing tool that can be used to make any kind of 2D games. https://www.youtube.com/watch?v=lN3gkZWr-PM&t=2s Okay, You have watched the video and still have questions. Maybe you want to create a top down 2D map. There is an option to disable gravity on each given level. You simply right-click your level in the Toolbox and select Edit Level. On the Advanced tab, there is a no gravity checkbox. There are two main requirements for a given level to work. First, you must include a Player Sprite. This is easily solved by creating it with the Sprite Wizard and drag & dropping your player into your newly created level. Second, you need at least one goal. The easiest way to solve that problem is use the Sprite Wizard and select Object as the sprite type. There is a checkbox called Automatic goal that you can check and this will mark any instance of this sprite as an objective going toward the completion of the level. Objects die when they are touched by the player and you can set several options including points, health rewards and sound to play by right clicking your object and selecting Edit Sprite. If you didn't check automatic goal, you can always right click on any of those Sprites on your level and select Customize in the context menu. Once you are in the property box just check the attribute Goal. If you don't have sprites of your own, LGCK builder comes with some sprites in the tutorial folder. It also comes with a sample demo game that highlight some of the engine capabilities and how to use the event model to do some neat tricks (like breakable bridges, animated lava, or squares that change colors when you step on them etc.). You can find more sprites and sounds here: https://sourceforge.net/projects/lgck/files/Resources/ Please note that many of the sprites you can find on the web come in the form of sprite sheets. LGCK builder can import most of them with minimal intervention. Go to File, Import, Import Images. Click the + button to add a new png file. Once the sprite sheet is in the box, right click on it and select Split image from the context menu. You'll be given the choice of picking the right tile size (16x16, 24x24, 32x32 etc.). If you need to edit this image set further, LGCK builder IDE comes with it's own Sprite Editor. You can download LGCK builder from freewarefiles: https://www.freewarefiles.com/Lgck-Builder-Game-Construction-Kit-_program_112323.html You can find more information at the official site: https://cfrankb.com/lgck
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