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Found 111 results

  1. phil67rpg

    OpenGL tic tac toe

    well I am working on a simpler game called tic tac toe, my question is how do I get the mouse click to draw an X on the board. when I click the mouse nothing happens. #include <freeglut.h> #include <iostream> using namespace std; void drawBoard() { glPushMatrix(); glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, 6.25f, 0.0f); glVertex3f(18.75f, 6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, -6.25f, 0.0f); glVertex3f(18.75f, -6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-6.25f, 18.75f, 0.0f); glVertex3f(-6.25f, -18.75f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(6.25f, 18.75f, 0.0f); glVertex3f(6.25f, -18.75f, 0.0f); glEnd(); glPopMatrix(); } void drawText() { glColor3f(0.0f, 1.0f, 1.0f); glRasterPos2f(10.0f, 10.0f); glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, 'X'); } void renderScene() { glClear(GL_COLOR_BUFFER_BIT); drawBoard(); glutSwapBuffers(); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if (h == 0) h = 1; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w / (GLfloat)h; if (w <= h) glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouseClicks(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drawText(); } } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE); glutInitWindowPosition(600, 400); glutInitWindowSize(800, 600); glutCreateWindow("Tic Tac Toe"); glutDisplayFunc(renderScene); glutReshapeFunc(ChangeSize); glutMouseFunc(mouseClicks); glutMainLoop(); }
  2. Please check out my new game which is level based infinite target shooter. For Android https://play.google.com/store/apps/details?id=com.KPGames.KillSwitchFor iOS https://apps.apple.com/in/app/kill-switch-2d/id1483464098Please let me know what you think about this. Also any suggestion feedback are most welcome.
  3. Devlog #4- Saving Space October 22nd, 2019 Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami Weekly Updates Week 4: Discover the world of Raum The game of Yami takes place within the planet Raum, known for its harsh climates and immense gravity upon its surface. Raum has four moons, and orbits two suns at the center of its solar system. Below is a brief description of each of the heavenly bodies players will spot in the sky during their gameplay, as well as concept art produced by Tumultuous Productions’ talented artists! Moons: Shattered Twins: Two smaller moons within the Raum sky, encircle one another in their own gravitational pull. Debris and rocky dust swirl around both moons as they rotate around one another. Some of the smaller dust and debris have begun to form a faint ring around the moons. The Eye of Rage: The surface of this larger moon is covered completely with oxidized iron, giving it a reddened appearance to the inhabitants of Raum. This moon has an asynchronous cycle with the Eye of Mourning, with one day a year the two ‘Eyes are Open’ and one day a year when the two ‘Eyes are Closed.’ These two days were considered sacred to the ancients, and signified important events. When the Eye of Rage is full in the sky, it is considered an omen for danger or violence. The Eye of Mourning: The surface of this moon is covered with vast oceans and two polar ice caps, giving it an impression of a teary eye in the sky. This moon has an asynchronous cycle with the Eye of Rage, as aforementioned. When this moon is full in the night sky, it is considered an omen for great sadness or loss. Suns: The two suns of this planet are part of a binary star system, where the two orbit around one another due to their intense gravitational pull. There is a ‘thread’ between the two in the sky, as one star is slowly absorbing energy from the other. Dorhen: The larger of the two suns, a Class O Blue Giant Star, giving it a large and blue appearance in the day sky. Ettas: The smaller of the two suns, a White Dwarf star, which has a luminous white light in the sky, but provides little heat to the surface of Raum. (Concept art of the celestial bodies within the world of Yami) Saving and Loading your game in Yami Within the game of Yami, there will be various locations where the player will be able to save their game. When returning to your journey, you will be able to load your game from multiple save slots. Below are our concept designs for loading screens and save files. (Save/Load Concept) Weekly Member Spotlight: Seik Lucid For this week, I asked one of our hard-working and incredibly talented coders, ‘SeikLuceid’, a few questions about how they got into coding, and what their creative process looks like. Q: What is the process for coding a video game? A: “I could go on for days on this subject, game engines, and psuedo-code, both of which are good tips: but what it all comes down to? Breaking your goals up into their smallest parts, smaller than you might be able to consider them as even a 'part' of the goal if possible, then figuring out how to make those pieces work towards your end goal. Psuedo-code is a great tool, Adaptability is important, but functionality is your main goal, especially starting out. If it works, it can be refined. Personally, I use Pseudocode, then I use in-game prompts or debug lines, then I fill them in one at a time, piece by piece, until I get the functionality I need. Afterwards: I begin worrying about cleaning it up, optimizing it, and refactoring it into adaptable, and readable code. Q: What made you interested in making a video game? A: “As with most game enthusiasts, playing games as a child. I spent a lot of time playing games, indulging in the stories and enthusiasm that surrounded games. Unlike the modern days, games were a secret hobby you did by yourself, when no one was around when I was young. Games didn't even really have a multiplayer. Arcades were still a thing, if that helps to place it for you. By the time it became socially acceptable to play games, was about the time I got my first computer, and really started exploring the wide world of gaming. Sharing stories with a vast audience, and entertaining children who perhaps spend much of their time alone, within their own head, as I did. That's ultimately what my game development is fueled by.” Q: What do you like best about the Yami team? A: “The Yami team really stands out to me solely based upon the fact that there is such a constant flow of communication. I've worked on a few teams before, even been part of the problem in them, in which you inevitably had to talk through a chain sequence of people to get clarification or instruction. Personally, I'm glad to be a part of a decent environment, where I feel as if forward progress is being made. You'd think with more people that would be evident, but it's really not.” Q: Tell us briefly about yourself! A: “I'm really not an about me type of person, honestly, ask anyone who knows me, they learned 'about me' by being around me for years, and still learn the most basic things sometimes years down the road. In terms of game development though, I've worked on five separate projects, have two ongoing, participated in one game jam, am participating in a second currently, and have been pursuing this field off and on for years. I have a wall of sticky notes with game design notes on them from my many projects, I can't throw them away because I'm never sure if they'll come up again later. I have a whiteboard, but I never erase it, so it's basically one big sticky note now itself. I love RPGs, I have fancied myself a writer, to about the same degree of success as a game developer, which means none so far! I am horrible at art, practicing, but it's nigh fruitless thus far, hopefully that changes over time! That's about all there is to know about me, at least that I am able to think of!” Q: What is something about coding that most people don’t know or understand? A: “Programming is not a difficult skill. It 'seems' difficult because of the syntax, because of higher level programmers min-maxing their code to be as efficient or as minimal as possible, but code can be as large as it takes to accomplish what you need. The act of programming is not hard, but it is a skill that you gradually improve at. I'm still a novice, my code is probably ugly and unclear as it gets, when it's just for me especially, but it'll function as I intended. There are certainly better ways to accomplish what I have, there are likely more 'adaptable' ways to do it as well, but it's functional. That's where programming begins. Once you can accomplish everything you can think to do in code, then you can expand upon those ideas, try fitting them in similar but not the same situations, update the code to see how you can morph it to work differently, but without destroying how it worked before. Clean it up, make it easy to read, make it easy to follow along with. Many bugs will make you just read through your code, following the logical path, trying to figure out where the issue could be: So if you are having trouble doing that, your code could use some maintenance!” ~Stay tuned for our next DevLog issue where we learn about another NPC in Yami as well as concept art of our game’s first boss! We will also be posting updates regarding our game’s website, which is coming soon to the public!~ Remember to: Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami
  4. Marscaleb

    Character Designs

    Hello folks, I was hoping I could get some feedback on some character designs I've been working on for a game I'm making. This is for a 2D platformer with a cartoony design. I'm making three playable characters. I'm looking for any feedback at all on these designs; let me know what you think. Be honest; you don't need to sugar-coat anything. Also I have a couple different versions I've sketched out and I'd like to see which ones people like the best. One of the designs I'm implementing is that when the player has one hit left, part of their attire get blown off. (Like in Ghosts n' goblins, when you lose your armor.) The design on the far left is the one that represents this "no armor" state. First of all, this is the mage. I'm pretty satisfied with his design so I never created different variations. But I'm still interested in feedback about his design if you have anything you want to say. Next up is the reaper. I was originally planning for her armored version to just be a generic cloak, but I've been thinking lately that I should have something more distinct; something more unique. So I drew some different sketches of some different ideas, and I'd really like to know which of these people like. And finally, the ranger. I just have a couple different variations on her outfit. With and without a pauldron, and a shoulder cape. And for context, here's a sample scene with some slightly older versions of these characters if you want to see what kind of visual environment they are designed for: https://imgur.com/cZ4oR6L Let me know what you think!
  5. Looking for a 2D artist to make with me a top-down game with cool features, guns, spells, and powerups. I'm a programmer, and I already made the code for the guns, different spells, powerups and basic mechanics like shooting and moving and stuff like that. I just don't have any assets to use so I'm looking for 1-2 2D artists, can be a pixel artist or anything that you want. Compensation will be 50% for you and 50% for me if we are only 2 and will be different if we are gonna be a trio, you are not working for me (or volunteering) we are a team. The only thing that I control and you not is the money, but you can argue with me and I will probably give you the amount that you think that you deserve. It doesn't have a name yet, we will decide about the name together. You can create guns with no coding because of a system that I created so you will also be able to create content for the game, besides ideas and art. I really need an artist so if you are interested please contact me in discord: #1615Cringey Boy I will leave a video to see the game and also the build to try and actually play the game that I have right now. I don't have any art so it looks bad (; https://drive.google.com/drive/folders/1Na3JKPBYXuUpxtP-lBUO-hIl0xO1ujSj?usp=sharing < this is the build, just download the folder called "Dungeon" and in there press on Dungeon.exe to open the game. Controls: 1. Switch to the main gun 2. Switch to the secondary gun Mouse Left Click. Shoot (you also aim with the mouse) R. Reload the gun that you are holding. E. Use main spell (currently, fireball which explodes and deals damage. And you also aim that with the mouse) Q. Use secondary spell (currently, heal aura which heals you pretty fast. You don't need to aim) (In the video there is no restart but in the build, there will be a restart button when you die) Desktop 2019.10.21 - 20.55.18.02.mp4 Desktop 2019.10.21 - 20.55.18.02.mp4 )
  6. Welcome to our twenty-seventh blog post! In this one, we wanted to begin to delve into a specific topic of combat, which are enemy armies. Combat overall in this game can get fairly overwhelming, and difficult to keep track of. But not impossible. One of the ways we wish to emphasize that plausibility revolves around basic combat. We can begin to push what is possible and what isn’t be simply placing more and more foes to be fought. This game is highly based around its combat, after all, so putting that at the forefront is our core design choice. It becomes something that isn’t so simple- its not a boss fight, nor is it statically generated. It is completely random. You’re forced to fluidly follow the world and react to things as they come at you. Which we believe pushes the challenge and design more. As we get even further along, we imagine you’ll be tasked with facing a great many of foes. And, given your training at the earlier stages, you should be amply equipped in dealing with it. It all comes back to our core design we wish for the game- your army clashing against an opponent’s army. Results can go a variety of ways- you can have your entire force wiped out from under you, or perhaps you escape with only a few injures. Or only a single warrior dies. Or you escape completely unscathed, and able to press onward. Maybe a difficult foe blocks your way, so you look for an alternative route. These are things you’ll need to deal with as you improve your control and understanding of the warriors you command. Your soldiers will take damage, consume mana, be positioned incorrectly, die, so on and so forth, and as you fight against these multitudes of foes, you’ll begin to see the importance of dividing your focus so all warriors get the attention they need, evenly. Equally as importantly, you’ll learn to fight with the various disadvantages outlined above, and hone your skills further. Lastly, these designs are not completely unfair. Your progress is retained as you traverse. So, even while you may be faced with a very difficult task, just know the reward is said progress that you will not be forced to repeat. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here.
  7. Last weekend I was still thinking through how I wanted to store all the map, texture, and sound assets for cut-scenes. Since then I've managed to work through the asset management, and have completed playback of the opening cut-scenes for levels in story mode. There are a few things coding-wise that I'm not entirely happy with, but cut-scene playback does now work without issue. I did attempt to refactor the rendering of maps into something re-usable for both the main level, and maps displayed during cut-scenes. I ran into technical issues getting the shared rendering code to work, and ultimately back-tracked to duplicating the code. Not where I want to be there for sure... The C++ 11 std::function and lambda expressions are what I struggled with a little there. I'm keeping a mental note to explore these further so that I won't struggle with it next time. During both game-play, and cut-scene playback, maps are fully rendered every single frame. It should be possible to instead render them to a separate texture, and just treat that fully rendered map as a sprite. Performance hasn't been an issue, given how simple this game is. But it's something I'll be keeping in mind for the future. In other news, I am super relieved that I chose to use GitHub, and push to it regularly while developing this game. I had a catastrophic failure with my main development PC, and have been able to continue working on this game without interruption on my laptop. Phew!! 😅 Ok, it's not entirely true it has been without interruption... I have a nasty habit of accidentally tapping the touchpad on this damned laptop while typing, and having the cursor reposition itself all over the place in my editor. 😩 With cut-scene playback effectively in the bag, it's time to start actually crafting the opening cut-scene for story mode. Then I'll be working on adding more types of food, crafting more levels, and generally working on the actual game I want to make! I've added everything I'll be working on as Issues over on GitHub:
  8. ToeBeans The Brave

    Attempt 2 (New Idle Animation)

    This took me a little bit longer than I care to admit, but I have upgraded my previous Idle animation! The first one that I made is at the top and the upgraded one is at the bottom. Anyone who can provide constructive criticism would be greatly appreciated!
  9. Hello everyone! I'm new to programming and pixel art, and I would greatly appreciate hearing some feedback on my Idle and Running animations. I'm looking for constructive criticism so that I can become better at making sprites in the future, so don't hold back!
  10. Hey GD.net community! We're excited to have joined and be whipping up a first blog post to announce release of our Dots and Boxes game. A little background about us, gametable.org. We're a non-revenue side project game site created by a few friends honing their game development skills. We don't show any ads and don't have any intention to in the near future. Most of our games will likely be parallels of classic real world games or modernizations of simple old school computer games. Now on to Tabletop Dots and Boxes- This is one of our favorite childhood games. When we learned that we'd all played it on pen and paper as kids, we figured it would be fun to take it digital. We kept the UI and SFX relatively simple, stealing the overall look-and-feel from our previous two games. Where we stretched our legs with this game is artificial intelligence. We poked around on the web and found a number of existing dots and boxes games, the best of which offered play for up to four players. We thought this was a nice touch and decided to tackle it ourselves. 4 player pass and play was easy, but creating an intelligent AI that wasn't overly paranoid and ran in a relatively small amount of time was difficult. We tried a number of classic approaches using minimax, then negamax, then negascout. All three suffered from acute paranoia. After way too much time hunting we found an extension of minimax, Hypermax, that solved the issue. To our surprise this algorithm was employed in a 90's NES game called "Spot." Spot is based on the 1990's 7-UP mascot and is 2+ player connect four style game. Playing it is on our todo list. Hypermax is so similar to minimax with ab pruning that we had a little trouble implementing at first. We kept making assumptions about how it works. When we eventually landed on a working version of the AI, the solution was stunningly simple and elegant. If you want to talk about it, shoot us a message. Even with Hypermax, getting the AI to hit deep evaluation depths with limited evaluation time was still a challenge. The game state search space for even a small dots and boxes board is massive. Toss 4 players into the mix instead of 2 and the evaluation overhead just goes up. The first thing we did to overcome this was move all of our AI code out to a web worker to take the load off the rendering thread. Next, we spent weeks identifying intelligent move generation, ordering, and culling rules to dramatically reduce the search space. If you give the game a go on a larger board size with 4 players you will still see it take a moment to generate an AI move when game is about 1/2 complete, but its well within tolerable levels for a player. We're super stoked about the AI we came up with for Dots and Boxes. Its a heavily studied problem and a number of excellent AIs exist but not many that run in real time and pose any real challenge. We believe ours does and haven't seen a better one out there yet. Give it a shot and let us know what you think. Looking forward, we'd eventually like to add multiplayer support, but that is a ways down the line. More new games first! What classic games should we build next? Cheers, Gametable.org
  11. Erz0

    Mobile Flappy Monster

    📹Trailer📹 Flappy Monster is back with a Remastered Version , new mechanics, graphics and rewards are waiting for you to come back.Touch and Fly , simple as that , mentain the rigidbody velocity of the flappy monster and get into a world full of danger. OZN , ASTEROIDS. You must protect yourself from danger !Don't worry , you have unlimited Ninja shurikens to throw into obstacles 1.0.1 VERSION NEW Features • NEW LEVELS• NEW MECHANICS• NEW GRAPHICS• POWERS• COOL MUSIC• MENU REMASTERED• AUTOMATIC SAVING PROGRESS• SHOP• FREE COINS FOR A FUN START • COLLISION UPDATEDLinksAPP LINK: https://play.google.com/store/apps/details?id=com.erzo.flyingmonsterarcade DOWNLOAD IT FROM GOOGLE PLAY Contact us at erz0development@gmail.com for errors, suggestions, business and privacy policy.
  12. XenahE

    Scrolling Parallax

    Hi there, I am new to this forum and wanted to say hi first of all. Secondly, I am in the process of creating a vertical 2d shooter using the assets I am creating on photoshop and illustrator. I want to put a scrolling parallax in the background to give the illusion that the player is moving forward (similar to Skyforce Anniversary) but I am not sure how best to create the graphics in terms of the document size etc. I have used a scrolling parallax before using a 3D game object in unity and wrapping a background to it. This works fine for a repeating background but I would like mine to change throughout the level. Has anyone got any experience with doing something like this? Thanks in advance Xe
  13. TheAGamer39

    A Dev Team Needed

    Hi, I'm currently working on this game by myself and was wondering if anyone wanted to help I'm looking for programmers, illustrators, pixel artists, sound designers and developers. I'm a young teen and I prefer to program, I have a basic idea for the game but need help creating it and giving it some more uniqueness. Basically the game is a 2D, could be 3D if someone can teach me how to code games in 3D, and a large world adventure game were you have to fight monsters to level up and collect increasingly powerful items . There is also going to be a mysterious part of the game where you have to find certain artefacts and decode messages to get the best gear. I really hope people are interested please join my discord server: https://discord.gg/c5Ce9Q4 or contact me via email; theagamer39@hotmail.com if you want to help. Hope you have a nice day!