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Found 747 results

  1. Hey All, Another busy week. The wife is still in the hospital. I know everyone has a different religion, but whatever religion that may be please send prayers her way, it’s much appreciated. She currently has an infection and with ImmunoTherapy this needs to be treated immediately. It is very difficult times for us right now. Working on the game is definitely an escape and keeps my mind busy from going down a rabbit hole of thoughts with everything going on. Lots was done with the game. Here is a breakdown: In Game store created. At the start of each chapter in the starting room there will be a medical supplies cabinet. By interacting with this you are given the option to buy firecrackers, immunotherapy, and a temporary heart increase. You can use the coins that you gain by playing the game. The more coins you can save up the easier it will make the next run. In game coins are now saved from previous runs. Every run will make you stronger. The coins collected are now saved to your coin pool. You can now save up coins to use in the in game store. I changed the world layout of chapter 1. While I was planning out Chapter 2 I came up with this idea and wanted to implement it for Chapter 1 as well. Now in the path room where it splits off into 3 paths it will no longer be an easy, medium, or hard path. Now at the start of each game one of these paths are chosen as the path that leads to the boss. So you have a 33% chance of choosing the correct path. If you choose the wrong path there will be a locked door right before the boss so you will have to double back and pick another path. This time you have a 50% chance. Now most likely I will create an in game item that is a KEY. This can unlock the locked door if you choose the wrong path, but this item will be costly. So this is the new layout already working for Chapter 1 and this is what will be used for Chapter 2 and all other following chapters. Chapter 2 has been started. I have created the starting room. The complete room layout is done. This chapter the rooms will run vertical, so doors on top and bottom. Also you will see this Chapter is OUTSIDE! This Chapter is titled “The Garden”. Chapter 1 is called “The House” . These names will make sense once you learn the story. Chapter 2 Boss has been created and almost complete. The only thing I need to do is the boss intro. He does not have a name yet. I will show him off only a little in the video. He has a very interesting mechanic to him. He is a 20 crab like guys that are all attached. If you kill off one of them it will split them into smaller pieces. All of them have to be killed to finish him off. There’s two of them total of 10 each. So as you hit him many pieces can be created. 1 new enemy was created for chapter 2. You will not encounter this enemy until you reach chapter 2. He is very unique and different than the other enemies. He also is not a Germ or Virus. He is called the FireFly, and that’s really what he is, except much larger. He does not go out of his way to attack you. He will continuously fly around a selected bush. He also will change the direction he is looking so that he is always facing you. If you get to close he will attack you. You will have to destroy him to move on, but watch out when you hit him to many times he will begin to flash, once he starts flashing you better run! He will explode and shoot out fireballs in all directions!! Also created 2 new room hazards. One is the fire pit. This fire pit serves two purposes. Will be a light source in the dark outdoor levels but it also is a hazard. If you get to close it will hurt you. So stay away. The next hazard is the blow dryer. If you get to close to this it will turn on and blow you away. Watch out there’s going to be a hole near the blowdryer and you will get blown into it. You can tell when the blow dryer turns on as you will see the wind. These two room hazards and new enemy will def allow for some interesting room creations. I have started on the options menu for the game. You will see the title screen updated with an icon for Options, Pharmacy (in game store), and you can now see your coins. You can now tap on options and go to the options screen. So far I have the tutorial all setup and working. I will show this off in the video below. Other options to be added are sound control (once there are sounds and music) and credits screen. Added more sprites to the title screen to be selected randomly. fixed more bugs Also I set it up so the dodge ability is automatically equipped at the start of each game. This is an ability that everyone has at the start of the game and will most likely be the one that is used the most and every run. This saves the user time of opening the inventory screen and equipping it. Changed the darkness on the dark rooms so that it’s not so “dark”. This looks much better in my opinion and helps you see everything better when not lit up. Next I will be working on finishing Chapter 2 with creating all the random rooms. This should be done within this week. Also need to finish the options menu and the pharmacy store (permanent upgrades). Then need to add sound and music and polish the game. We are sooooo close to being done! Thanks. This video will show off the options menu and tutorial section: https://youtu.be/yVrSuSD_ZnM This video is showing off the in game store (medical supplies) and Chapter 2 “The Garden”. Just to show it off I have the player going from Chapter 1 starting room directly to chapter 2. This is only for debug purposes. https://youtu.be/ekwA8n2H9hI View the full article
  2. Hey All, was hoping I could get some feedback on my game. This is my first attempt and first game to have created. My blog is here: If you would like access to the beta and have an iPad/iphone to give feedback let me know. Game is available on Apple IOS TestFlight. Thank you for taking the time it’s extremely appreciated
  3. Hey All, Travis here- Back in 2012 I designed a mobile top-down puzzle game called Q's Quest and hired a developer to bring the game to life via a playable build for the iPhone 4. Over six months paying the developer, I produced a version of the game that was about 70% complete, with over 200 playable levels and a fully functional level editor. After getting a fulltime job working for Disney as a game designer, I attempted to raise funds via Kickstarter to finish the game. However the Kickstarter was unsuccessful and I ended up taking on more responsibilities at work, so I have never finished the project. Six years later, I've decided that I would like to finish Q's Quest and release it for iOS, and possibly AOS as well. But being a producer/designer and not a developer, I'm unable to finish it on my own. I have the project's source code and all the art assets, and I'd like to work with someone over the next six months to get the game ready to release. I believe the source code is in Objective-C. WHO I'M LOOKING FOR: I'm looking for a mobile developer that is interested in helping me finish Q's Quest. This is someone who would like to form a partnership with me. I'm open to all sorts of arrangements. Working with me, I'd like to accomplish the following: 1. Update game so it functions on latest iOS devices (source code was for iPhone 4) // This will require some work on my end to update the UI to be the correct resolution size 2. Remove in-game store (this was a design decision I made that I no longer think is best for the game) 3. Implement an ad mediation SDK and introduce an incentivized ad feature (I will do the work to sign a contract with an ad mediation company) 4. Create a system that allows players to publicly share the levels they have created and also allows them to play levels that were created by other players. Additionally, allow players to rate player-created levels and implement a UI that showcases the top rated and most played levels. Finally, add a leaderboard that tracks which user has had the most people play their custom levels. 5. OPTIONAL: Port the game to iPad 6. OPTIONAL: Port the game to Android IF INTERESTED: Please e-mail me at travismarshall18@yahoo.com FOR MORE INFORMATION ABOUT Q'S QUEST: Please visit the old Kickstarter page: Looking forward to hearing from you! -Travis
  4. Hello everyone, We are developers from Belgium and Panama. After 4 years of development, we just released our game Apocalypse Hunters. It’s a mix of Pokemon Go and Clash Royale with weather forecast interaction. As you may imagine it was a development road full of adventures. We had to go from 2D to 3D, redo some works because the plugin we had been using were out of date or the company making them closed, we also needed to add the multiplayer. Finally, we had to change game mechanisms to counter strategies of some smart cards ‘players. Now, we would love to invite you to try it HERE and please share your feedback so that we can keep improving it
  5. Hey All, Very excited about today’s blog update. I have to say this is probably the biggest update we have had yet. So much work went into this update. Very long nights to get this done. The wife has started her immunotherapy treatment and we are hoping for the best on that front. Please send your thoughts her way.There was so much done that I have to try and remember everything: First up is World 1 which is now known as Chapter 1 is complete!! This was a monstrous undertaking to get done as quickly as we got it done. There was a total of over 90 rooms that have been created. Every time you enter a room it’s randomly selected from a pool of 20 rooms. (this will be expanded in an update. I coded the game in a way so it’s very easy for me to expand on this) . Then the germs (enemies) selected are completely random (the quantity and type). The breakable objects are randomly selected (quantity and location). The odds of getting a loot drop from enemies and boxes is random. Everything is random. The only thing not random are placement of room hazards (spikes, crates, holes, slime, and dryers). These have been carefully crafted and placed to make up the pool of rooms. However the type of dryer you get is random! Some dryers are specially marked (you have to figure it out) and will always drop loot (which is random of what type) when destroyed by a firecracker. Secret Rooms is now a thing! Every time you enter a room there is a chance that room will have a secret room branched off of it. You can tell by looking for cracks in the wall. If you see them blow it up with a firecracker and it will lead to a secret room. All secret rooms will have different contents. what you get will be completely random, it may be awesome or it may be not so awesome. Touch Controls optimized! FINALLY fixed a bug in the joystick that has been haunting me. It would become unresponsive if you were attacking or using another button before you moved with the joystick. This has been resolved and works very well now. Also increased the size of the top action button so it’s easier to hit. Lots of bugs were fixed that I found from making the new rooms and play testing. I think I put in over 10 hours of play testing the new rooms on my phone. Lots of code was also optimized during this process. Sounds. As you know currently the game has no SFX or Music. This is all about to change. Teaming up with @luismipv. Check out his work . He will be doing some sound work for the game. Huge shoutout to him for his help!! TESTFLIGHT!! The game has been submitted to Apple for the external testflight beta. As SOOOOON as they approve it (I heard for TestFlight it can take a couple days), it will be available for beta testing. If you are interested please send me your AppStore email so I can add you to the beta. Your help and feedback will be very helpful. We are so excited that we have reached public beta and are very anxious to get feedback from people actually playing the game. Damage! You now take half hearts of damage. This is total zelda style right here. If you get hit by enemies or fireballs you only lose half a heart! If you fall into a hole or get hit by a spike you take a whole heart, so watch out for those! This allows a little forgiveness with getting hit by enemies or fireballs and gives you a chance at survivability. Half Heart refills will be coming as a loot drop as well. Flying Germ (new names for the enemies are incoming by the way) has been updated! Now when he flies at you and hits you he will move away and not continue to chase you. This will give you time to run away after he hits you. Previously he would continually hit you and it was hard to escape. Toothache boss has had his health bar moved to the bottom of the screen. Increased the speed of the player. You now move faster. This gives a great feel to the game. Feels very smooth, responsive, and allows for quick maneuvering. Also along with that increased the speed of the roll (dodge, from beanie powerup). Now you can dodge and roll away from fireballs, spikes, and enemies much easier. It’s fun now just to run around and roll, has a great feeling to it! Item Rooms! Now before you get to the end boss there will be an item room. After you beat the enemies in this room a random item will appear. It could be very helpful or not helpful at all. Crates are no longer pushable. I was experiencing a nasty bug with having them interactive. I know a way around the bug but I don’t want to go this direction right now. For now I am using them as a blocking obstacle, however they are destructive with your firecracker. I will revisit these being pushable later when I have time, I want to concentrate on finishing everything else first. Bat reach is now longer. Extended the hit box to the very end of the bat. Now the player can hit the enemies with greater reach and knock them back. Now you can hit, dodge, and hit again! It’s very fun. Phew, I think that was everything. Was def a lot in just a weeks time. Next up is World 2. This should go fairly quickly. I will be introducing 1 new boss, 1 new germ, and 1 new room hazard. After that is complete I will be creating the menus (shop which is known as the pharmacy, and options screens). Then i will clean up the pause screen and do the tutorial. We have 2 months to complete this, which should be plenty of time.Chapter 3 (which will be the final chapter) will come as a free update after the game is released. Attached is a video of a new room and a secret room! Also in the video you can see I only have one half of a heart left! Let me know your thoughts and questions. https://youtu.be/FOIm4JK1ghY 8792A96B-2AE9-4504-85A4-6D386E37E277.MOV View the full article
  6. loyalsheep

    Fastest Dialler | RELEASED

    Hey there We are so excited to inform you guys that we have released Fastest Dialler on GooglePlay. Please see the promo video: Youtube. Fastest Dialler is a multiplayer 'tap' racing game which lets you compete with your friend via hotspot or a random opponent over the internet in a number dialling race! Each match in Fastest Dialler has 5 rounds. In each round, you and your opponent will be given a random 7-digit number. Type the number as fast as you can in order to proceed to the next round. The one who completes all the rounds first wins the match. Features• Hotspot + Internet capability• Intuitive.• Increases your dialling speed.• Beautiful cars to choose from.• Godly Fingers• Awesome soundtrackThings you can earn• Godly Fingers automatically correct your wrong taps. You can use up to 5 godly fingers per match.• Your title lets your opponent know who he/she is dealing with.• You car represents your skills. Always have a great car, it makes your opponent nervous. Download it from here. made with ♥ by loyalsheep SCREENSHOTS
  7. Hey i would assume since you clicked on this thread that you want to be apart of a team. Me and my team are currently looking for more members to join are team we have around 5 productive members and are looking to expand and thats where all you wonderful people come in. Joining are team is a great learning experience for all, beginners and pros, Team working skills will be improved by joining are team. Currently we are working on two projects one is to fund our main game which is a Horror Game the game that will be funding it will be a mobile game which should be done in next couple months. Roles that we are looking for - Artist and if you think you can bring something to the team come on over check it out. If interested come join are discord. Discord: https://discord.gg/6rcc6xr Hope to see you there!! -Epicghost505
  8. Hello fellow artists and passionate game developers I recently discovered this forum and I've been wanting to ask you this one thing. I've been a passionate gamer for my entire life and I've spent many years learning art and various forms of it. I've always wanted to get into game design and just wanted to ask for some pointers on where should I look to get a position as a 2D animator for a small indie studio? Thank you for your time.
  9. I wanted to make a game similar to the jackbox.tv party games, in that players use their phones to connect to the main game. However, I just have absolutely no idea where to start... I've watched videos and read some articles, but I can't seem to find one that explains what I'm trying to do. Each player would be getting the same ui/layout on their phone, but with different types of information. Meanwhile, the TV or PC would act as the lobby and server that the players would need to connect to (through a LAN?). Is that even possible? Can phone apps connect to PC games? The TV would just be displaying some visuals of the player icons and play some animations. I've heard of airconsole, but I don't feel like it would accomplish what I wanted. Or would it? I'm just really confused . If someone could help me answer even one of my questions I would really appreciate. I'd even be happy if someone pointed me towards a guide or tutorial that I can look into that would help me learn how to do this on my own. Thank you for the help!
  10. Hey All, WOW it has been 4 months already. I feel it has gone very well. When I look back to the beginning I can’t believe how far the game has come. These next 8 weeks are going to be exciting with the game. First up is I have completed the entire layout of world 1. I can play from the beginning to the end boss on the easy path, medium path, and the hard path. This is very cool to see it all together. I had some bug fixes on the auto save that I had to fix as there were some exploits the player could have taken advantage of, but not anymore. These paths are going to be labeled stage 4 (hard path), stage 3 (medium path), and stage 2 (easy path). The different stages of cancer with the 4th being the hardest to beat. Now that the layout is done this next week I will be designing the rooms. 25+ rooms will be carefully designed with puzzles, room hazards, and enemies. Then they will be randomly selected from every time you enter a room. This part is actually going to be fun. Also done are power ups and items. I have now finished the coding on power ups. You will find these “hidden” through out the game. Items that can increase you hearts (health), increase you stamina, give firecrackers, and give immunotherapy. They will be random drops in item rooms and can be found in secret rooms. Secret rooms will be finished when I design the rest of the rooms. There is one more power up (special attack) that I have planned and will code in the coming weeks. Aside from that I fixed more bugs that got introduced with these enhancements. In this video I am showcasing the items and power ups. I have placed them in the first room so you can see them. I do not want to show any other room at this point as I do not want to spoil anything. Let me know your thoughts in the comments. With 700 views on the last blog you guys need to leave some thoughts for me! Thanks View the full article
  11. Hello! I am an artist thats been wanting to develop a visual novel game called, "Hyacynth" , with another artist, @Quinncy Sama and our marketer, @Anthony Cao who is also part of the team. Hyacynth is a thriller, tragedy based story played in the view of a man reborn as a serial killer. As a visual novel, there would be various routes and endings within the story. I would also like to implement pixel mini games as well. My goal with Hyacynth is to make the game both pc and mobile based. This is my first time starting such a large project so I plan to make it free/non-profit with hopes in making in-game purchases an available choice in the future. I am mainly an Artist and character designer with a general idea of the main story route. With this in mind, I am looking for various people and talents who are willing to join and contribute to completing this project: - A writer(s) that can help me further flesh out the story and help keep any branching routes to flow well with each other. - A programmer(s) to code the game and implement various features including a mini game that would occur within the main visual novel. Due to the nature and features of the game I am looking for someone that has experience with Unity. I do not have any knowledge with coding so I won't be able to help much there ;w; this part of the project may be a challenge so perhaps a group of coders would make the processes smoother along the road. - A GUI designer that can design the overall user interface and system graphics for the game. - Artists for cover art, props, cg, backgrounds and sprites. As artists, Quin and I would be the main contributors to this field however it never hurts to find some helping hands! We are mainly looking for props and background artists at the moment however, we would also like a sprite artist to help us make the sprite making process for efficient. If you are interested in joining the team as an artist, you must provide any examples of your past work for I wish to look for styles that would be coherent with the already existing art styles that we plan to use for the game. With the hopes of implementing a pixel based mini game, we are also looking for pixel artists interested in joining as well! Future roles we are also looking for but are not mandatory at the moment: - Song writer/composer(s) for background music and OST's - Sound Designers for various effects and actions in the game. - Voice Actors, this isn't a mandatory feature for the project at the moment, but we do hope to implement voiced dialogues within the game as well. Our main source in communication for the project will be discord so you must provide your discord ID when applying via comment or PM. Thank you everyone for your attention and I await your responses! Sincerely, LingLingArtsu ┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈ Update 4/17/2018 As of right now Voice actors will not be out biggest priority since there are many characters still in development. If you are interested in joining the Voice acting field of the project feel free to send us a PM providing examples of your past works. We are currently looking for writers who are willing to collaborate with our main writer for the script may be dialogue heavy. The following roles listed below are still open: - Programmer - GUI Designer - Sound Designer - CG artist - Background artist - Sprite artist
  12. OK.ru, one of Russia’s largest social networks, has tripled mobile game developer payouts to $1.6 mln (100 mln rubles) over the past five months. In a move to lure more developers from all over the world, OK.ru will give free traffic to new HTML5 games starting from July 1, 2018. There are a lot of opportunities for HTML5 developers in OK as it’s a relatively new platform and a low-competition niche in the social network. That said, the new games can quickly earn revenues and ramp up user base. In May 2018, 50% of payouts in OK were passed to top-5 games. The increase in developer payouts was caused by OK’s growing number of mobile users, higher penetration of broadband connectivity and the emergence of new mobile technologies that allow to launch any game inside a mobile web browser. That resulted in doubling the number of daily game launches on OK mobile platform to 350 mln. OK has 71 million monthly users. The social network allows users to watch streams in UltraHD, listen to music, buy goods and services inside the network and transfer money to 18 countries. OK is a part of Mail.Ru Group, the largest IT holding company in Eastern Europe.
  13. DevGAMM

    DevGAMM Minsk 2018

    until
    DevGAMM conference for game industry developers and publishers returns to Minsk on November 15-16. This year over 2,000 industry professionals will gather in Minsk Marriott Hotel and adjacent sports and entertainment complex Falcon Club. The conference will offer several games hub activities. The developers have the chance to attend 3-minute meetings with 20 publishers at Speed Game Dating and exchange business cards. Moreover, for those who like shows we offer to take part in Game Lynch where industry experts review developers’ projects for 5 minutes in the most hilarious way possible. Meanwhile, at DevGAMM Showcase the developers can demonstrate their projects during the whole conference day and get valuable feedback from attendees. Apart from Showcase, our participants can also submit their games for a prestigious competition DevGAMM Awards. The traditional Career Wall with job offers from the leading companies will help everyone who strives to find their place in the gaming industry. There will also be the entertaining event called DevGAMM Quest where our attendees can win prizes from our sponsors. The ticket is required to get access to the event. Visit our official website to learn more information about DevGAMM Minsk 2018. Official website #DevGAMM
  14. OK.ru, one of Russia’s largest social networks, has tripled mobile game developer payouts to $1.6 mln (100 mln rubles) over the past five months. In a move to lure more developers from all over the world, OK.ru will give free traffic to new HTML5 games starting from July 1, 2018. There are a lot of opportunities for HTML5 developers in OK as it’s a relatively new platform and a low-competition niche in the social network. That said, the new games can quickly earn revenues and ramp up user base. In May 2018, 50% of payouts in OK were passed to top-5 games. The increase in developer payouts was caused by OK’s growing number of mobile users, higher penetration of broadband connectivity and the emergence of new mobile technologies that allow to launch any game inside a mobile web browser. That resulted in doubling the number of daily game launches on OK mobile platform to 350 mln. OK has 71 million monthly users. The social network allows users to watch streams in UltraHD, listen to music, buy goods and services inside the network and transfer money to 18 countries. OK is a part of Mail.Ru Group, the largest IT holding company in Eastern Europe. View full story
  15. Hello everyone, I was tasked with creating a clone of one of those Mobile Idle games where you start by pressing a few things to get Currency and then move over to have it be done automatically. So my question is whats a good way to implement something like that? Lets say i have a Furnace that, when you press on it, it creates a cookie after x seconds. Now having X cookies you can upgrade that furnace to produce Y more cookies/ click and also run faster. Pretty simple i guess but my question is what is a good way of storing how much more cookies you get and how much faster is goes? My idea was having an upgrade class that stores all that and then having an array of that upgrade class on the furnace class to control how much the stats increase each level. I feel like that is a LOT of work if you want to have like 600-700 maybe + upgrade levels, but then again i guess it allows the Designer full control over the system compared to having a set amount that it goes up? I guess my question is if they actually manually set every level for these games or not? Sorry if its a bit confusing but thanks for the help in advance!
  16. Hey All, I can’t believe it’s almost been 4 months. I am really glad I decided to do these blog posts as it is a sweet log of everything accomplished but also shows how much we have improved. This week is actually a fairly large update. Development went fast as there was very little issues with the new features and everything went smooth (I think a large part is my coding skills are getting vastly improved). So what is new… First up is darkness. A new room hazard and just really cool effect that will be used through the game. The whole room is now dark and the only light you have are from flickering lights on the wall. They are not that strong and only cast out light a short distance. This effect came out great. The closer you get to the center of the light the brighter it is and as you move away it gets darker. This is going to make some really awesome rooms. Here is a video showcasing the lighting. I added it to the starting room just to showcase right now. Second item up is ToothAche!! He is the first boss of the game. He has a very distinct pattern that you have to figure out, BUT he is also random in the choices he makes of where to move, so good luck In the intro he floats down from the ceiling and then shoots out fireballs as he rotates. He then shoots back up and starts smashing down upon you. Watch for the exclamation marks, dodge, then hit, then run. Once he is down to 50% health he changes in appearance and gets angry. He now falls down faster and rises back up faster. Oh also he will randomly crash down and shoot fireballs. Good luck catching him. Watch out for the top and bottom of the room as its full of holes, you are restricted to a specific section. Here’s is a video showcasing him. For debug and testing I have it so as soon as the game starts it goes straight to him. This obviously is only for this reason. The third big feature are immunotherapy potions. My wife, Sarah (Also games main character) just got accepted into an immunotherapy trial. This was only fitting for the game. These will be very rare items in the game. One potion (treatment) restores your health to full. These potions can only be bought with in game currency you earn by playing the game. They will definitely help you in times of need. For testing and debug purposes I gave myself 2 potions in my inventory. Watch the video as I will select them and use them for a quick restore as I am fighting the boss. Aside from that there were more bugs ironed out. I am fixing each bug as it’s discovered so I don’t “forget” any or have it turn into a larger issue. Next thing I am working on this week is finishing all the rooms for world 1, and I mean it this time. I am finally done with everything needed to make this possible. World 2 will be very fast as the core of the game is done and all the artwork for world 2 is nearly complete. We are still on track for September release and TestFlight beta will start in the coming weeks. Thanks all! View the full article
  17. Fixed numerous bugs from last update. Showcasing some more features announced in that update. Also added the bat icon to the action on screen button. View the full article
  18. Hey All, Not too much was done on actual coding this week. I worked on a lot of the artwork. Not my favorite part but essential for the game. Did all the artwork for world 2 room designs. This consisted of: Trees Bushes with flowers Picket fence Gate for fence (doors to other rooms) Grass Also created some images for world 1 that I needed so I can finish all the room layouts. This included: TV Dresser World one Boss! Fire (animated will have some particles) Light bulb fixtures with flickering light ( there will be dark rooms with little light) Text boxes What I did code was the text boxes. These will be essential for the game story. You will find diary pages throughout the game world and this is how you will read them and learn the story. (Also adds a collectible element to the game, have to find them all). For now I am showcasing the text boxes with a sign. These will also be found through out the game to give needed information. I just have to make little tweaks to the code so everything is perfect. Next will be working on the light engine for the darker rooms and coding the world 1 boss! Let me know your thoughts, feelings, opinions. Thanks, SOS-CC View the full article
  19. Luis Carlos Zardo

    Level 05

    A little more work in level design, or in this case, in the level background models. https://play.google.com/store/apps/details?id=com.RazorCorp.XLayer&hl=en
  20. Hey All, Blog is a day later than usual, there was a bug with saving that I wanted to complete before posting. The auto save feature was not saving some global variables correctly that was needed for the room randomization scripts. In order to resolve this I had to re-write the scripts as it was really messy and caused a huge headache. The re-write is great, I took about 30 lines of code down to about 10 so it was a great optimization at the same time. The good news is though it works flawlessly with auto save now. It works perfectly on the phone so if there’s a crash or you don’t finish a run it auto saves from the last room you cleared and the save is deleted upon game over. Items added for touch controls: Changed size and location of vstick and on screen buttons Made it so the item you equip to a button is now displayed on the button itself!! Added a pause button to the GUI. Pressing this pauses the game and draws the inventory. Hitting pause again un-pauses the screen. Added a go to main menu button on the game over screen Added a continue game button on the title screen. If there is no save present it will display no save found. Bugs fixed: If you have full health hearts are now pushed out of your way. Was a bug stopping this from happening on the phone Save game issue resolved Issue resolved on player not being destroyed on game over Features added: Added smoke to the explosion animation. Slowed the animation down. Changed smoke color on fireballs. Title Screen!! Added what will be the official start screen. This will also be random. The blurred background will be chosen randomly and show different room layouts. The character shown on the right side will also be chosen randomly between all enemies, boss, and player!! Added fade in screen transition for new game There might be some little changes I forgot. Gameplay video showcasing everything above and was on an iPhone 7 Plus. View the full article
  21. Hi, everyone! I'm a self-taught indie developer. After two years of learning programming and gamedev, I finally released my first game. It's a hardcore arcade with simple one-tap control. Check it out please, it would mean a lot to me. And also I'd be very interested to hear your feedback. Get it on Google Play: https://play.google.com/store/apps/details?id=com.ibragames.circlevsspikes Official trailer: https://www.youtube.com/watch?v=oTbQHaD_nWo
  22. Luis Carlos Zardo

    X-Layer Game development diary

    Hello! I was just working on the tutorial level elements for X-Layer, it´ll be built using modular components, much like lego blocks, joined with each other.
  23. What softwares should I prefer for like really basic game development,and basic requirements for starting into this
  24. Yesterday, beta version has started and very first music, sounds added finally, some mechanichs have changed, test it out and feedback, I will be waiting for it. Currently game does not contain anything regarding purchasing.
  25. Wazzup all ^_^y GameDev Challenge | Tower Defense | Dev Progress ( Turret 360 : Added Audio+SoundFX ) What's new : Yo peep'z development is really slow! BTW I'm using MonoGame framework for this entry, MG is only a framework or a rendering engine which means I have to write everything from scratch including camera 😄, I need to build a Game Engine on top of MonoGame to produce different kinds of games, all of my Skybox, Billboards, Quads, Particles, Models, Trails, Entity components and including Mesh Loaders was written from scratch (Not using MG conntent pipeline mesh loader), but the real pain in the butt 😄 is the rendering sequence for solid material, additive and transparent material to work effectively that can be use for using basic effect or custom shader, yep you have to write your own shader in MG if you don't want to use it's basic effect, MG basic effect only support up to per pixel lighting effect AFAIK the reason I need write a custom shader with normal map andh 3 light source, basically everything done here is purely code no editor or prefab tools was used. I like MonoGame because it's a code centric framework you have total control of everything, maybe next compo I'll use Unity or Xenko. 1. Added features to my custom OBJ mesh loader for better performance, It has an option now to render the whole model as one group even if the original model has many groups. 2. Improve trail header and tails trimming when not moving or can set life of a trail. 3. Swapping diffuse texture map at any given time. 4. Model diffuse texture can be an animated texture. 5. Adding child node to parent node with translation and rotation e:g: My Turret where the body is the parent node which on rotate on Y axis and Machine Gun is the child node which only rotate on X axis but follow Y axis of the parent node. 6. Adding Audio and Sound Effects Improving my trails bezier curve, but still not perfect 😄 Explosion collision detection : Adding GRAPHICS OPTIONS : 1 = LOW 2 = MEDIUM 3 = HIGH LOW = Basic Effect no ambient lighting MEDIUM : Perpixel lighitng only HIGH : Anti aliased and every model has ambient light + 3 light source + diffuse + normal map And lastly here's some video feeds with TURRET firing on 360 in any angle with Audio + Sound effects ^_^y EDIT : Add new video feeds WAVE#5 Prototype and I Loose : - D
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