• Advertisement

Search the Community

Showing results for tags '2D'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • GameDev Unboxed

Categories

  • Game Dev Loadout

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • For Beginners
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Developers

Developers


Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 743 results

  1. Hey all, I've been slowly working on my game called AotW for a while now. I have come to the conclusions that it would be nice to cooperate with 1 or 2 others to help finish it. Ive been trying to keep my GDD up to date with my ideas and development so that would give a better overview of the game when the time comes. Currently I have a basic skeleton of the RPG elements needed but everything can still be discussed and talked about and we can transform my idea to something the group likes. The premise of the game is a Diablo-like procedurally generated map with RPG elements that include sockets, inventory, classes, abilities, crafting, loot, items, sockets, and enchanting. This will be done in a 2D iso view as I can't do 3D art and I enjoy 2D games a lot. I don't plan on releasing this as this is more of a hobby project for me and I have a full-time job. Though I'd like to start putting more hours into development and having others definitely will be motivation. I also want to be able to say I have finally "finished" a game idea to some degree. If the time comes and we want to release it, then we can go ahead and do so but that's not my purpose or plan. Discord: Juicyz#3683 Thanks, Juicyz
  2. I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now I have attached my .cpp file if you wish to run it for yourself.. WinMain code: /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } C++ and OpenGL code: int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } game.cpp
  3. I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now I have attached my .cpp file if you wish to run it for yourself.. This is my C++ and OpenGL code: int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } My WinMain code: /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } game.cpp
  4. ***Original blog post can be found by clicking HERE*** ***Untouched Earth Website can be found by clicking HERE*** Good day everyone! If you had a chance to read my last blog post, then you’re well aware I had the opportunity to have some very kind individuals play test the game two weeks ago. In addition to discussing the game’s progress, I’d like to use this post and future blog posts to discuss the tips I’m learning as I continue implementing suggestions, fixing bugs, and creating the game. Development Tips 1) Use raycasting to stop character movement instead of relying on colliders. 2) Improve performance and limit excessive calls to the garbage collector by disabling game objects instead of destroying them. Game Updates 1) Improved playability and enhanced visual appeal in level one 2) Created an animation for the maya coin 3) Fixed bugs associated with bullets 4) Implemented object pooling for bullets 5) *See Picture* Created a Boar Character 6) *See Picture* Created a Goat Character 7) Updated combat mechanics to utilize triggers rather than colliders 8) Fixed bugs associated with climbing, hanging, and swinging 9) Fixed bugs associated with Poker obstacles 10) *See Video* Fixed confusion about which walls are climbable through enhanced artistic presentation 11) Fixed confusion about which objects are swingable through enhanced artistic presentation 12) *See Picture* Updated bounceable object _____________________________________________________________________________________________ Tip One: Use raycasting to stop character movement instead of relying on colliders. Consider the scenario above. The hero is running toward a wall with the expectation that he will stop when the two colliders meet. From what I’ve found, this method works just fine most of the time and tends to be bug free. However, I’ve also discovered that collision detection can be inconsistent, and the hero occasionally runs through thin walls. The problem is that the code allows the hero to continue moving with the expectation that the collider will stop his forward progression. While it would be possible to stop the hero from moving forward when the colliders collide, I believe the following solution produces better, bug free results. Basically the raycast detects whether a wall is in front of the character. If it is, and if the hero is close enough to the wall, the code signals to the hero to stop updating his forward motion. This way, the hero isn’t relying on the colliders to stop his movement, but is using code to stop him in his tracks and no collision is even necessary. This solution may be more resource intensive, but I believe it is a worthwhile trade off for the benefits. _______________________________________________________________________________ Tip Two: Improve performance and limit excessive calls to the garbage collector by disabling game objects instead of destroying them. In the scenario above, the hero is climbing up a wall and is about to pick up coins. If each coin is destroyed when it is collected, it won’t take long before the garbage collector activates to get rid of all the excess, destroyed objects. Considering that a level might have 200-300 coins in it, then the number of destroyed game objects quickly adds up. Rather than destroying each coin when it is collected, simply setting it inactive when the hero picks it up prevents the garbage collector from running as often. The code above is a portion of the coin script, and shows how this solution is implemented. I believe it results in less calls to the garbage collector. ___________________________________________________________________________________ Update Pictures & Videos Original character was purchased in the asset store and updated by me. Thank you Mimu studios! Original character was purchased in the asset store and updated by me. Thank you Mimu studios! Updated Bounceable Obstacle _________________________________________________________________________________________ As always, thank you for reading. I would love to hear from you and would love to hear any comments or ideas you have. Feel free to leave a comment or email me at watermoongames@gmail.com. ***Original blog post can be found by clicking HERE*** ***Untouched Earth Website can be found by clicking HERE*** ________________________________________________________________________________________
  5. I'm using construct 2 physics I have a working bike with everything setup and I'm able to do frontflip and backflip by adding angular velocity to the bike I want to increase score/ add points and display the "backflip / frontflip" text when the bike does it. so please help me I want to know the logic and how it's done. p.s. example about construct 2 is not necessary, just explain me how other games do it or anything else you have to share Thanks, Drago
  6. Dev Blog #04 – Extending the Worlds

    It’s been a while since the last update, so lots to get through. We’re still progressing, probably slower than we had hoped, but never the less, its still going forwards. Kat’s been busy working on tons of graphics, icons, lighting, and we now have all the 4 worlds pretty much done with backgrounds and world layouts. She is currently working on placing items in the 2 remaining worlds, working on more puzzle ideas and polishing of the graphics. I’ve been working on performance a fair bit, making sure we stay in a good position. Just finished up with reducing memory usage, as I found that unloading scenes wasn’t quite releasing all resources and therefore if you went between 2 worlds it was using 1GB or so extra memory. This was ok on my rig, as I had 4GB VRAM, but Kat’s PC started to chug a bit when she went between worlds because she only had 2GB of VRAM. This was because I had some textures and materials being cached in variables, and the scene unload wasn’t catching that they were now unused, so I had to set them all to dummy textures/nulls and then call Resource.UnloadUnusedAssets() to clear them. I made heavy use of the memory profiler, which also lead me to some more memory improvements to further reduce memory usage. On my PC now we have a steady 200+ FPS (GeForce GTX 970, Core i7 920, 14GB Ram, 2560×1600), and 100+ on Kat’s (GeForce GTX 580 , Core i5 750, 12GB Ram, 2560×1600) We’ve shown the game off to a few people locally now, some friends came around for a games evening. Even shown it to some of our nieces and nephews and they all loved it, and we got some good feedback and ideas to make things better. Upgraded several times to new versions of Unity in the past few months. Not been great sailing with that, seemed to hit a new bug with whichever one I went with. Been able to navigate around some, but currently waiting for them to fix Resource.LoadAsyc() so that it works with uncompressed Textures/PNGs correctly. Currently on 2017.3.f3, and will probably wait for 2018.1 before I try again. Spent quite a large amount of time making the loading of worlds (ie scenes) be async, so that we could play an animation/particle effect during load. This was quite a challenge, as I was doing lots on load so that it didn’t effect the actual game, thinking the load would be the best place. Unfortunately, that caused stutters etc with the load animations, once we put them in. After lots of profiling and understanding how the load works, we’ve got it to basically never stutter now. Mainly removing all Awakes() as they were just setting cache vars for GameObjects etc, and actually linking them into public inspector vars. Also turning most of our Init() methods into IEnumerators so that we could yield every so often, and using Resource.LoadAsyc() for loading. Will have to revisit it nearer the end, but its working well now. Spent some time putting in lots of particle effects to brighten up the game. We used the Ultimate VFX package from the Unity Store as a basis, and then played around with them. Got most of it done, but I have to go through and find all the graphics and sprite sheets we’ve used and pack them into our own sprite sheets and resize them to fit our game, so that performance is good. The same with the sprites used in the UI. Dotted throughout the worlds, there are puzzles that need to be completed to gain items, and we had done the world 1 puzzles, which were just basic push/pull of blocks and positioning them. These puzzles are intended to get harder as you progress through the 4 worlds, so I worked on the 2nd set of puzzles making 2 new elements for them to make them more interesting. ‘Mag’ blocks are placed around the area where you have to do the puzzles, and these either attract or repel the blocks you need to move. You need to work out which ones can help you or hinder you to complete the puzzles. Implemented a stats screen in-game, so that you can keep track of all the items, puzzles and other elements in the game. Then you can track your progress and see how much you’ve done… and what is left to do. Lots of bug fixing. We’ve played though the first level many times now trying to keep the number of bugs low so that we hopefully don’t have a big job at the end to fix lots of things. At the moment we are ‘bug free’ and everything we’ve found so far has been fixed, so that’s a nice place to be in 🙂 Major things left now are: 3rd and 4th world puzzles In-Game Tutorial Customization items for the alien Boss levels Achievements Sounds So, we will be powering on with things and will keep you updated either here or on our social media pages at FaceBook or Twitter. So if you’re not already following us there, head on over and give us a ‘like’ or ‘follow’. Till next time… watch out for ‘Somethings’ that may eat your aliens… Rob & Kat
  7. You have 12 hours to search for supplies, transportation or you can continue your journey.But as soon as night falls, you must find shelter, turn it into a fortress to stand against the hordes of monsters.Equip soldiers, use bonuses and do not forget to follow the energy level of your fighters. In battle be useful to your transport, it would be nice to find a tank.Every day the number of monsters to get more, they mutate into stronger and more dangerous forms. https://play.google.com/store/apps/details?id=com.otgs.FortTD&hl=en https://itunes.apple.com/us/app/fortress-td/id1367094965?mt=8 https://www.youtube.com/watch?v=QIkXPikiRqc
  8. Dodging Dots: 2D Arcade

    Name: Dodging Dots Category: Arcade/Casual Description: Come up with your own strategy. Collect myriads of dots and maneuver from the coming blocks. Beware! There gonna be lots of them! The minimalistic world will captivate you for a long time. Try out! Features: Use upgrades to improve your game experience 🎮 Increase the velocity 🏄 of the dots to avoid the avalanche of blocks. Or you can increase the number of falling boosters to break 💥 through it, the choice is yours! Nice color shades that change throughout the game Ongoing game. Original soundtrack 🎧 Integration with Google Play Games Compete with other players 🏆 18 achievements to warm up your interest 🔥 Simple control, play with one finger Google Play: https://play.google.com/store/apps/details?id=com.groovin.blocks.delicate.survive.gameplay Feel free to leave comments. We really interested in improving this product and appreciate your support.
  9. Menus, menus, menus... Looking fresh though. Still going through the process of making sure all the interfaces work and feel better than ever before. Cleaner sprites, dynamic sizing and positioning for every possible device, and helpful new tools like scrollviews and shaders to add some extra polish. Plus, it all runs 40 times smoother now since it gets compressed to one draw call at runtime, meaning no more horrendous lag just from opening a menu! Read More: yotesgames.com
  10. Rail Route - Demo R0.1 Released!

    I am happy to announce that we release first demo of Rail Route! We have polished our first prototype of train routing and added a simple tutorial. To make it more a game than a prototype we have included short level where you can try your dispatcher skills. You can download it at our blog: https://railroute.bitrich.info/2018/04/17/demo-r0-1-released/ Or you if don't want download .exe from the internet we prepared Unity WebGL build: https://bitrich-info.github.io/railroute/r01/ Levels in Future Our vision is that the final game will contain a handful of such levels, some longer, some short (puzzle game / unlock scenario). You will be able to compare your performance with the others (global Top 10 list). We are thinking of tools that enable you to create & share own levels, so you will be able to model your home city railways if you want. These levels will be only one game mode, but the primary game play will be something completely else. Something like career mode where you take care of rail network that you will need to built, upgrade, manage and so on. We will write about it soon! Feedback We would like to hear any feedback from the prototype. So feel free to reach us anywhere :-). What's the best score you can reach?
  11. clickteam fusion 2.5 asking

    Hello. What I must do in the event editor to add score????
  12. 2d sprites

    I'm looking to make my first game but any sprite editor i find has a backround does anyone know of any that only export the sprite and nothing else? thanks deadless
  13. Dear friends! Today we are happy to announce that the game TERRORHYTHM is ready to be able to play it to everyone. April 7 the game was released in early access!Of course, there were some technical difficulties, the main ones of which we have fixed immediately. TERRORHYTHM - Dynamic beat 'em up game in the cyberpunk style with colorful character animations and spectacular FX. Get ready for intense combat action in the battle with numerous guardians of the total silence using only 4 buttons. Every action is synced to the music beat. The direct connection between the music and required inputs will give a captivating gaming experience. Play to the rhythm of your own music library! Upload the MP3 track of your choice and the game will analyze the music to prepare adapted gameplay in real-time. So far, the game is in the early access, and currently, we are working hard on its preparation for a full release. We're looking forward to your support and comments, which will help us in this preparation. Steam Store page: http://store.steampowered.com/app/752380/ Teaser: https://www.youtube.com/watch?v=WAg1-0DPD9M Campaign mode gameplay: https://www.youtube.com/watch?v=k1cWQqF-6Oc& So, let's go!
  14. I recently released my first puzzle game for Android which is called here. It's a simple looking game which has 50 unique levels. Each level has its own logic and you have to find/make the word here in each level. There are also 3 hints per level just in case you get stuck. I have never made videos in my life before but here's a quick look at the game: The reviews so far have been great and now I wish to share it with you guys. I would love to have any feedback or suggestions or criticism. It will help a lot! Link: https://play.google.com/store/apps/details?id=com.techyonic.here Thank you!
  15. So i began on my first and frankly it is really simple i just want a box to jump up and onto the next platform above it. They problem is when i look up a tutorial they don't get me where i want it. I need to know how to make a moving platform from side to side and then when my play lands on it the platform will center in the middle of the screen and stop so i can keep jumping up to the next platform. I can already make my player jump i also know how to make one way floors so that is covered i just cant figure out the platform.
  16. Hey all, I'm looking for someone familiar with programming via the blueprint system in UE4 to help with this platformer project I'm working on. As an artist, I'm currently creating assets for the project and, though not complete yet, I have more than enough done to get started with the implementation of mechanics. This would be basic stuff (walking, jumping, triggering events via item pick-up, a checkpoint system, etc.), though eventually I'd like to put in a series of bosses that will require AI. Attached are two photos of the project's first level, the story of which is told in the design (quite literally). I can explain more if you're interested. Also you can probably already see some issues with the tilemapping that I'm having to deal with. Always something to troubleshoot... As for time commitment, I'm open to working with a slow progression (just a few hours per week) if that's all you can put in. More is better, but I'm only able to give 15ish hrs. per week, so definitely not a full-time thing. Just be able to connect at least once a week to talk things over briefly either via skype, discord, or some other similar service. Thanks for any interest -Alec
  17. Hello Readers! I had a great opportunity this past weekend to have some people play test the game. For the most part it went well…that is, until the frame rates dropped to a point of being unplayable, glitches caused the player to reset to random places on the map, and the controller seemed to invert itself through an act of black magic. The experience was very enlightening and served as a gentle reminder that making games is a TON of work and requires loads of dedication to see it through to the end. In the spirit of humility, I thought I would use today’s blog entry to discuss the lessons I learned, and how I intend to progress moving forward. I welcome any insights and comments, and I would love to hear about some of the lessons you've learned along the way. Lessons 1) Play test early and often with people other than yourself. 2) Profile early and often on the target devices. 3) Don’t leave highly problematic bugs and errors for later. 4) Don’t change the algorithm for essential game mechanics too late in development. 5) Keep lots of backups. 6) Learn from other's mistakes Play test early and often with people other than yourself This lesson was a hard one to learn. When the first level of the game was complete, I thought I could simply play test it myself and would get good feedback. This was true, but only to an extent. When I let other people play it, I quickly found out that the controls are confusing, the map doesn’t provide enough direction, and players will use the main character in ways I never even thought of. It would have been incredibly helpful to test the core mechanics on another person early on while I was developing them, rather than waiting until multiple levels have been made. As it stands, I’ve spent around 12 hours changing the controls on the hero’s climb animation so the mechanic feels more natural. Profile early and often on the target devices There were some serious frame rate drops going on that I didn’t realize because I was only testing the game on my home PC, which has a strong specs. When I put the game on my laptop, the frame rates dropped to the point of losing playability. I learned that profiling isn’t something that needs to wait till the end of development, and it would have been wise to profile as I built up the core mechanics. Using the profile after each new level or major game change and responding to its results is a great way to avoid these types of issues. Don’t leave highly problematic bugs and errors for later. It’s easy to become so fixated on finishing the game that errors and bugs are pushed off until a later time. I find, however, that engaging in this procrastination results in a ton of errors that compound on one another. For example, there was a problem with the hang animation, which caused a problem with the physics system, which caused a frame rate drop, etc. etc. Fixing these errors and bugs in order to build a strong foundation for the game mechanics is essential. Don’t change the algorithm for essential game mechanics too late in development In an attempt to fix the problems with my climb mechanic, I decided that the current algorithm had too many bugs to be salvageable. I spent a good number of hours creating a new algorithm that ended up failing miserably. The worst part is I screwed up the main characters script so much in the process that I had to revert to an earlier backup. After restoring the backup, I discovered a way to upgrade the mechanic as well as fix many of the bugs. Nothing is more heart breaking than losing hours of unnecessary work, which leads me to the final lesson. Keep lots of backups After every major change, make a backup. After every development session, make a backup. After every optimization, make a backup. The point is, keep lots of backups. I made the mistake of optimizing a lot of code and then trying to redo the algorithm for the climb mechanic. Had I made a backup AFTER the optimization, I wouldn’t have spent so much time redoing work. I know there are a lot of lessons left for me to learn. Learn from other's mistakes All these lessons bring me to my final point - Learn from other's mistakes. I do a good bit of reading about challenges other developers experience, but it is so easy to think "that won't happen to me." Humbling oneself and learning from another person's mistakes is wise, and I plan to listen to the advice of seasoned developers. Which brings me to my final question, what lessons have you learned about development along the way? _______________________________________________________________________________________ As always, thank you for reading. I would love to hear from you and would love to hear any comments or ideas you have. Feel free to leave a comment or email me at watermoongames@gmail.com. _________________________________________________________________________________________
  18. I have coded small games and put some of the features from them into a platform game. But I know my art is not appealing and I don't want to plan the story and cut scenes out. That is why I am posting on the collaboration forum to see if anyone wants to make a game out of this. Only hobbyists apply. Please don't change your mind about it being a hobby. PM me when making your application. My platform game includes: Camera and Movement Moveable camera and not binded to player when pressing middle mouse button. Bug free jump. Player direction following mouse cursor. Environment Good collisions. Platforms and diagonal slopes. Stored Statistics Level up with statistics. Health bars. Save system with continue room. Gameplay Basic attack. Self heal. Attack and pull enemies back. Attack and throw enemies in the air. Essential Rooms Zoning to a new room. Menu with sounds. Game over room. Randomized rooms. Text Dialogue Interacting with NPC displays a message. Ending conversation with a key press. Text typing itself. Fast forwarding text with a key hold. P.S. I know everyone suffers from jealousy if someone starts selling the game and forget about the other people that worked on it. That is why we need to make sure that we use Discord. But I do not plan to sell the game.
  19. April Update

    Hello all, This past weekend we were at our biggest culture/gaming convention our area has almost breaking 10k visitors. With us we had some screenshots of the new area we had been working on we were calling the Plains area. After sitting in on some gaming and voice acting panels we've been motivated to do a lot recently and have also decided to release the images we had with us at the convention. Attached are the first 5 levels of the plains area. Unlike the training temple area, the plains is an outdoors area with a repeating cloud pattern, and different combinations of repeating grass. This was achieved using a paint.net file that is originally 64x64 to create pixel art, then upscaled to 1080x1080 to fit an hd screen. They are designed tile like so that we can use as many as we want wherever we want and they fit together seamlessly. Instead of a door we have paths where this no grass as entrance/exit areas. As a new simple obstacle we have boulders that you must jump over, foes are designed to automatically jump over a boulder when they are running and get close enough. Theses obstacles make you have to take to jumping and may change your attack plans when a foe is closing in. You will notice a deep mud pit that slows player/foes that are standing in it by an equal amount (faster foes will be slowed the same amount, but still faster than you). This can hurt you when trying to get away, and will also make you want to jump and dash while in the air to avoid. Combining the boulder and mud can add unique environments when fighting foes. The foes in this area are still wolves but with different fur color. They are not guaranteed to drop health like the good ones in training room, and stats are changed slightly to be more active just a bit. Please ignore any grid lines or other icons as the screenshots were taken in the unity editor in order to show the whole layout of the level as they get increasingly longer, and more diverse. We hope you like what you see, we've been working hard on the rest of this first area where you have no powers yet and are even prototyping the first kinda boss level. Be sure to follow to keep updated with the game and look for it at https://gamejolt.com/dashboard/games/250527 and https://gunnergamingstudio.itch.io/crystal-dissention. Thanks for support, Gunner Gaming Studio Team www.gunnergamingstudio.com
  20. 13 RONIN

    13 RONIN 13 RONIN is a 2D pixel art samurai sword fighting game inspired by old japanese samurai movies and 8-bit classics such as Barbarian and The Way Of The Exploding Fist. Your mission as a noble samurai is to defeat 13 renegade ronin and their murderous leader. Although done in low resolution pixel art the game will have an somewhat “arty” aesthetic in black and white mixed with details in color. Who am I ? I’m a 40 year old Swede with about 17 years of professional experience working as a .Net developer. To make a game has been a dream ever since I as a child learned to write a “guess a number”-game on my Commodore 64. Now I’m trying to fulfill that dream. I’m the sole developer behind this project and I’m doing it as an sparetime project so please be patient. Status The main structure of the game and basic gameplay, based on placeholder graphics, is done and I’m currently switching between drawing assets and coding graphic effects like rain and lightning. News I’m quit often updating my dev blog with short posts about the progress I make. A post can contain a new animation, a sound effect, a code sample or something else related to the making of 13 RONIN. On this and other forums I will post updates, that are longer than those on my site, but not as often. To help and inspire the community I will share tools and parts of the code on my BitBucket-page. Goals My current goal is to get a demo finished and released. The demo will only contain 1 or maybe 2 different opponents but otherwise be a fully playable game. This version will be absolutely free. The full game will contain 13 levels, all with different enemies, backgrounds and background animations. This version will be priced as other games of similar scope. Currently I’m aiming for a PC release but other platforms might follow. Happy coding! /jan. https://www.eraserheadstudio.com/
  21. Unity [iOS] Fobia [2D Platformer]

    My first game is available now on iPhone, iPad & iPod touch! Fobia is a puzzle-platformer adventure game developed by my wife and I. The player character is a little girl who tries to escape from her fears overcoming various obstacles in her path. We really hope you enjoy it. App Store Link: https://itunes.apple.com/us/app/fobia/id1336452806?ls=1&mt=8 Launch Trailer: Screenshots:
  22. EDIT: I've found a couple of people I'm gonna try and make something with. But thanks for taking interest in my post! Greetings! My name is Tobias, I'm looking for one (or more) co-developers, who would be interested in starting up a small team. I would like this to be a learning experience at first, where we create multiple small games, both to learn game development in general, but also how to work as a team, and of course if we are a good match regarding personality and all that jazz. I'm a web developer in my day job, and have tried coding small games before (pong, snake). But I want to get better, and I want to work with other people. I don't want to decide how and what, that's for us to discuss together. However I'm clearly most proficient working with the HTML canvas, with object oriented TypeScript. But I'm open towards almost anything. If I don't already know it I can learn it, and I would prefer a partner in crime with the same atitude. Beside that, I don't have many criteria regarding you, but I think we should also match in these areas: Not a complete newcomer to programming. I'm still a junior developer myself, and would love to teach you what I know, but learning someone up from ground is too much. Realistic (mature?), but with dreams. - No we won't make something big right now. We'll build, and learn, then build some more. And maybe in the future, we can make something big. I don't really take your age (I'm 30), where you are from (I'm from Denmark), or similar things into account, as long as you have ambitions and dedication, and are a generally nice and chill human being. I hope to hear from you. Best regards. -Tobias
  23. Crazy Seas DevBlog #3

    Here we go! DevBlog #3! Wow! It's crazy how far we've come in the past three months or so. The support from everyone here and through Reddit has been awesome! Since the last post so much has changed with the game. It's hard to even know where to start talking about the changes to 'Crazy Seas'. The whole team has been working their butts off since the last blog, and we had a very productive Easter vacation. Before I go any further, I am going to do a shameless self promotion. As some of you know from previous posts, we have a twitter which you can find here! We try to post updates on the Twitter as well, so if you want to see progress before it reaches the DevBlog, that's the place to go. As the game progresses and we reach a public play-testing stage, we'll be revealing a lot more on there and you'll be able to see when and how you can get your hands on the game. This week we also started a sub-reddit. You can find it here. The sub-reddit is a really important place for you if you want to stay updated on news and be able to actively help shape the game. If you have questions or suggestions, the sub is the place to go for that. We are looking for some community moderators, so if you have experience please let us know! Anyways with that said... back to what you've all been waiting for; News! Starting with some Art Alright lets talk art. Over vacation we lost our artist. They moved on to try and make a living through solo gigs so we've been back to lacking in the art department, HOWEVER, I tried to pick up some of the slack. I've been trying to teach myself some art programs over the past couple of weeks and I finally have some things to show for it. I did a lot of GUI work. It's a little rough, but we have the starts of some menus and systems that are coming to the game soon! The first one is the Log Book. This is the menu where a lot of things are accessed. The symbols pictured above don't represent everything, but some of the things you'll find here are your Inventory, Mail, Friends, Announcements, Skills, the World Map, your Crew, your Glossary, and more. All (or most) of these things will also be accessible through hotkeys, so its kind of user preference whether or not you want to use the book. Below are some close ups on some of the symbols. Again, these are rough and were my first ever go at some real art so things can only get better from here! Something felt wrong with my mail icon originally, but I figured it out now... I think! I also did a temporary make over for the inventory just so we didn't have to look at the Unity placeholder eye-sore anymore. Now we can look at a slightly less eye-sore of an eye-sore. And of course, we've been working on a chat system, so I did the art for that as well. As you can see, we've made lots and lots of progress even without an artist. Being totally honest, I think we're even better off now because we realized we could do what they were doing without them anyways. However, we are looking for a much more artistically talented artist than myself so if anyone is interested, feel free to hit us up! Oh and we have an indicator for combat tagging, but I didn't make this one all by myself. Transitions I'm excited for this one. In a previous post, we finished off changing the water color depending on where you were in the world. It's finally implemented into the build now and well, I'll just let these GIFs speak for themselves. Look how seamless and pretty that is. You may have noticed the big yellowish thing on the top of the screen as well. That's our new transition scroll! It went through a couple of phases before it got to where it is now, and it's still using a placeholder, but this notification pops up whenever you transition from an area so that you can see where you are. It's going to need some modifying, but our eventual plan is for it to tell you what Crew has control of the area and whether or not it's PvP or PvE. But overall, the scroll is looking really good and I'm very excited for the prospective things that could come from it. Weapons I was going to make you wait till the end to hear about the weapon additions but I figured you wouldn't want to wait that long. This post comes with two brand new weapons, and I'm very excited to introduce them both. I also made a TON of placeholder cannon skins for the test build so that we can start messing around with skins. I don't really have any ready to show off yet, but take my word for it, they're coming. The first new weapon is the Sniper Cannon! For now, it's just looks like a longer version of the Regular Cannon. It shoots a faster, smaller, cannonball that has medium range. The speed of the cannonball allows for a higher hit chance as it has less travel time than any other cannon. The reload speed of this cannon is faster than the others, but it deals much lower damage. The aim of this cannon is so that you can hit your target and know your shot will land. It's useful for enemies who are on the run and need one last hit to finish them off. (This GIF has the old assets... sorry) The next new weapon, and my favorite addition so far, is the Harpoon! (Harpoon Cannon? Not really sure what to call it...) The harpoon is a weapon that fires, well, a harpoon, at an enemy ship. The harpoon attaches that ship to yours and drags them toward you for a brief period of time before breaking. You'll be able to extend this time depending on the type of Harpoon you find and with your perk tree. The rope length is also a variable that can change depending on the stats of the weapon. It's not perfect and still needs a little adjusting, but it totally changes ship combat. Since implementing it, we've decided its probably better in a front slot than on a side slot, so it will probably go where the Ram goes. And speaking of Rams, I guess we technically have three weapons being added because the Ram is now in game as well. I've mentioned it in previous posts, but its in game and fully functioning now. It will Here's a GIF. There's no indicator of damage or damage particles because that's not an actual player I'm testing it on. But normally it will produce particles and the enemy ship will take damage. You can ram an enemy ship without a ram, however you'll need a ram to negate the damage that it would cause to your ship. If you ram a ship at a higher speed, you'll do more damage to it, but it will also do more damage to you. There is a falloff/recoil if you're not using a ram, so it's best to only be charging into your battles with a ram equipped. Inventory The inventory system is coming along nicely since the last post. We now have separate player and ship inventories, and different tabs for the various things you'll be carrying. It's currently in active development, so I took some sneaky screenshots, but a lot of things are missing from it still. It'll probably be done by the time this post is actually out. Hopefully the new GUI art will be implemented for the next Blog post so you can see how pretty the inventory will actually look. Anyways, enough rambling, here's a GIF. (The things you see in the player inventory are just testing.. ignore them... seriously, don't read into them.) Ocean Objects Here's a rock. I'ts not very pretty, but it does its job. Rocks, and other sea objects, can be found out in the ocean. They help break up the boring ocean and also provide cool places to have fights around. As of right now, you can also hide behind them. I'm not sure if this mechanic will stay in game, but for right now it's kind of cool to not know when a ship could pop out. Ocean Locations (Hotspots!) Some ocean locations have been added to the game as well in preparation for the fishing mechanics. These locations provide two useful services. For one thing, they help to keep the ocean interesting and make it so you don't have to sail across plain sea for hours on end. Consider them to be "mini-biomes" if you will. The second thing they do is house different fish. At these fishing 'hotspots' you can find different species or harder to catch fish that you might not find in other places. As of right now there isn't anything to show for fishing, but work is starting on that soon. I'll go into more detail on the fishing mechanic in a future post. Here's two of the three locations currently in the game. The have terribly awful placeholder art (I can say that because I made it) but they serve their purpose. This is the Coral Reef and the Bone Graveyard. There's also a ravine but that placeholder is not worth showing. In Conclusion... It's been a very successful past couple of weeks. We're still working hard on features and will have a lot to show off in the next DevBlog. We have been working on a ton of back end and server side stuff behind the scenes so that we can start having people join in the game. Account creation, User IDs, and a lot of other systems are already in place, which is really good. We need to get a few more things done with the inventory and the markets before we can start to allow people to come into the game world as well. I didn't show it off, but we have started to build a town on the island. If you're an eagle-eyed reader, you may have even caught the name of our first island hidden somewhere in this DevBlog. Anyways to feed your interest, the next entry will probably feature some new weapons, fishing basics, and the finishing of the UI. I'll try to throw in some stuff about the islands as well. That's all I'm willing to tease as I want it to remain a surprise as to what else I'm going to share. Thanks again for all your support and for taking this journey with us! - Jack from VG As a reminder, you can follow us on Twitter here, and can stay up to date and participate in the community by exploring our sub-reddit here. And one more extra reminder, we are looking to expand the team and add another artist. If you're interested you can add me on Discord at Jack#2228, or you can reach out to us in the comments or from one of the social medias listed above.
  24. Hello! I have been working on a Scifi RTS for some time and have come a long way with the coding and such. I am trying to put 10-20h a week into the game and it seems to been working out good so far. previously i have worked on multiple AAA titles in the video game industry and as well as some indiegames but decided to start making my own indiegames. Problem is that i suck at making art. =) So i am looking for someone who wants to help out to make the game look greate by creating 2d art. It mainly consist of isometric art but there are some ui elements and regular 2d perspective aswell. Prefebly you should live near the nordic regions and also be able to put in some hours weekly to the project. If you are intressted pm me and i will tell you more indetail stuff about the game and the idea. hope to hear from all you crazy good people.
  25. I'm looking for an artist and programmer to help make a small game project called Shoomie Garden, a web browser game. Most of the rough designs are already done, same for the lore. The art style I'm looking for is a simple flat 2D art style, because the game leans more towards a visual novel. (Similar to Chicken Smoothie, Lioden, Flight Rising, and Mweor.) (At the moment there is no particular deadline or rush, this is just a personal project that I thing would be fun to work on with other people in our spare time.) Shoomie Garden is a pet collection/gardening game, where the player gets to grow and discover different types of Shoomies, (Small snail-plant creatures.) There aren't many areas for the player to go, only their Shoomie Garden, (the place that players keep and cultivate their Shoomies. It also functions as the players Shoomie Nursery. (Baby Shoomies are called Shooshoo's) The Master Tree, (where players can adopt Shoomies that have been abandoned) The Help Center, (where the player can go to find tips and guides on how to play) And The Forest. (where the player can go on a visual novel type adventure with one of their selected Shoomies. The Forest functions as a way to collect Shoomie Seeds, (called Sprouts) every Sprout can grow into any random Shoomie, from common to uncommon and even to rare. (There's a 90% chance the player will get a common or uncommon Shoomie, while there's only a 30% chance the player will get a rare Shoomie.) It also gives the player Experience to Level up. The player starts out with 20 Energy, every step they take in The Forest, costs 2-3 Energy. The players Energy will be fully restored withing 24 Hours. When the player signs up, they're given the option to create their own Shoomie, with a 50/50 chance it will come out as common or uncommon. Feeding and watering the Shoomies is a daily task, however food and water is free. Entertaining the players Shoomies costs 5 Energy, the higher the Shoomies Level, the more Energy it will cost. If possible, on a later date, I'd also like to add things like a Custom Generator for players to see all the different kinds of Shoomies and to even try their hand at designing the Shoomie of their dreams. An Items Shop for things like energy Restoring Potions or Shoomie Accessories. And a Forum area for players to meet, chat, and discuss various topics. Common Shoomies: All Mushroom types, some Flower types, some Herb types. - Uncommon Shoomies: Most Flower types, most Herb types, some Plant types. - Rare Shoomies: Most Plant types, all Tree types, all Aquatic types. - Ultra Rare Shoomies: All Elemental types.
  • Advertisement