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Found 276 results

  1. Currently on alpha test, silverpath online has active event currently that spawns bosses on event room. You can join free and feedback bugs, glitches or whatever problem you have encountered. Currently friends and community system is on progress you feedbacks are important to me, also alpha users will get prizes on beta regarding their alpha-end rankings. https://play.google.com/apps/testing/com.ogzzmert.online.game
  2. Let me explain why I call it: 3rd person camera-based movement (honestly, I don't know if that's the official name) In GTA Vice city, you can see, when you turn the camera, the main character turns with the camera. When you press Back, the character walks backward, press Left, the character walks left-ward. I call this 3rd person character-based movement. In GTA SanAndreas (also GTA IV, GTA V, Sleeping Dogs, Prince of Persia,... ), when you turn the camera, the character won't turn, but the camera rotate orbit around the character, when you press Back, the character walks toward the camera, when you press Left, the character walk toward the left of the camera. So I call this 3rd person camera-based movement. So I see that 3rd person camera-based movement is pretty popular, I wonder if there is a good implement of 3rd person camera-based movement (that's from open-source, books, forums,... I tried searching but I haven't found any) so that I can learn from.
  3. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Run, swipe, die. Rinse and repeat. Seriously, Glitch Dash looks gorgeous but might just be the most difficult arcade game I've played on mobile (well, apart from Flappy Bird). Avoiding the swinging hammers and laser beams is pure torture, but extremely satisfying when you finally complete each level. The game's currently in beta, but I decided to include it as I was having a lot of fun with it, and I figured some of you might want to signup for the beta. In terms of monetization, you start out with ten lives, which you'll quickly burn through, and get 10 new lives after 120 seconds, or immediately by watching an ad. Luckily, we can also remove the life system entirely through a $2 IAP. My thoughts on Glitch Dash: Google Play: https://www.signupanywhere.com/signup/nvip99qq iOS: https://www.signupanywhere.com/signup/nvip99qq Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  4. 2018 has already been a busy year. The Gears of Eden team has been hard at work as we prep for our Alpha 2 release. For our art and dev team, that means designing and implementing in-game resources. For our writing team, that means research and planning. But, combined, that means we get the chance to test our cool new toys and show them off for everyone to see. To accomplish this, our team recently held our first Gears of Eden Discord Day. In case you don't know, Discord is an app that allows gamedevs to make their own chat servers and share images and info with people who join (here's YOUR invite). We shared our new rover design, talked about influences for the game, explained how this project got started, and streamed the first meeting between our old rover and the new one. Check out the first meeting: https://www.twitch.tv/videos/208097308?t=12m04s Since then, the art team has been hard at work on base design and updating our UI. We've gone over quite a few models looking to find the right fit for our game. Because the bases are to be used by rovers, and modular (read expandable!), we decided that design must be functional rather than just aesthetically pleasing. The images above were just a few samples that we reviewed, and we are getting closer and closer to deciding what the base design will be for Alpha 2. Based on these images, our team was able to render a sample of the base in-game. As mentioned, our UI is being updated to be more intuitive and provide better information for players. Instead of clicking on the gears to craft using the inventory, there will be separate tabs implemented. The Crafting tab will show all blueprints collected, which you will then be able to craft from if you have the resources. With that in mind, we've been doing some more Twitch streaming. Some of that has been development videos, and some of that has been members of our team showing off some games we enjoy playing. Here you can see Sledge going over the new UI, testing out the new rover, and doing some crafting: https://www.twitch.tv/videos/210491947?t=02m54s We're making a lot of progress, but Alpha 2 is going to be a critical phase for us. Right now, we're doing all our development at our own costs, with a small team. Once Alpha 2 is out, we're going to have to find a way to secure some financial backing if we want to finish our demo in a reasonable timeframe. That's where you come in. We really, really need your help in growing our audience. Please engage with us, and follow us on our various social media accounts to help spread the words to others. Like, comment, share. And, if you're able, you could always support our endeavors at our donation rewards page, or through Patreon. We literally cannot make this game with you. Thank you so much! This is going to be so fun! We can't wait to show you everything we've been working on these past few months, and it'll be a great stamp on this stage of development! If you want to see how we get all this done as we get it done, follow us on Twitter, Twitch, and Facebook for all the latest and greatest news on Gears of Eden.
  5. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Move units and conquer strategic points on a board, and instantly switch into a FPS mode when the actual battles have to be fought. Yes, Noblemen 1896 is essentially Battlefield 1 with more strategic elements. Although there are several one-time use items acquired through premium currency, the game is very generous with handing out premium currency throughout the campaign, and the monetization never hindered my enjoyment of the game. If you like both strategy games and shooters, this one is a must try! My thoughts on Noblemen 1896: Google Play: https://play.google.com/store/apps/details?id=com.foursakenmedia.noblemen iOS: https://itunes.apple.com/us/app/noblemen-1896/id1178777377?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  6. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A decently difficult 20-level action platformer set in a steampunk universe with a nice story, plenty of weapons and equipment to acquire, and a simple $5 IAP to unlock all equipment immediately. Sounds great, and it is, BUT the game shows 15-seconds FORCED video ads every so often without any option to disable these through an IAP. For that reason, I'm not giving this game a glowing recommendation at this point, although I actually had fun playing it. My thoughts on Into Mirror: Google Play: https://play.google.com/store/apps/details?id=com.lemonjam.intomirror iOS: https://itunes.apple.com/us/app/into-mirror/id1072600030?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  7. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A fun action platformer roguelike with interesting upgrades (for weapon, health etc.), controller support, and, of course, permadeath (it is a roguelike, after all). Had a lot of fun with this one, and although the developers DO sell premium currency in-game, you don't need it at all unless you want to make the game easier for yourself, and ads can be skipped immediately or removed through a $3 IAP. My thoughts on Become a Legend: Google Play: https://play.google.com/store/apps/details?id=com.InvergeStudios.BecomeALegend&hl=en iOS: https://itunes.apple.com/us/app/become-a-legend/id1290090269?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  8. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. "Wrassling" indie developer Colin Lane's attempt at a 2D 8-bit ridiculous boxing game where your only way of moving back and forth is to punch and block! It's as ridiculous as it sounds, and although I do feel some character customization would do the game justice, it's a fun game (to rage at), and the only monetization is through incentivized video ads. My thoughts on Big Shot Boxing: Google Play: https://play.google.com/store/apps/details?id=com.stencyl.bigshotboxing iOS: https://itunes.apple.com/us/app/big-shot-boxing/id1134721026?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  9. First thing's first, let's address what is perhaps the greatest flaw any open world game has, emptiness. I'm not saying that every open world game has this flaw, but if this flaw goes unchecked, it can cripple an otherwise brilliant game. Many games have overcome this and have risen to be legends such as The Witcher 3: The Wild Hunt, Assassin's Creed: Origins, and (my personal favorite) Legend of Zelda: Breath of the Wild. However, the one thing that no-one can deny about these games is that they have limits. I'm not saying that's a bad thing, rather the fact that those games have limits is probably what made them great because the developers could work extra hard to make everything they offered the finest they could. Be it through a colorful and motley cast of characters, utterly unique content, and compelling gameplay. But I'm not here to talk about your average ordinary Open World games, I'm talking about a special, new, and somewhat unrefined form of video game that offers an endless world to explore. An example: No Man's Sky. No Man's Sky was incredibly appealing because it offered a game world whose vastness was beyond compare. It offered an endless amount of places to go, but that was it's undoing. Video games aren't just about going places, they are about doing things. When I played No Man's Sky, what I got most interested in was finding upgrades for the ship and multi-tool. But it lost it's appeal to me because I realized that despite the fact that you had an endless amount of places to go, you had a severely limited amount of things to do. Sure you could interact with the different species and scan the local fauna, but it was all the same to me, the multi-tool was your primary method of interacting with the world, but you could only interact with the world in certain particular ways. Another example: Minecraft. Minecraft came close to defeating the flaw of an endless open world to the point where No Man's Sky tried to mimic it to save itself. You can build anything in Minecraft, and because of that, it can offer an endless amount of things to do. But it isn't the kind of thing that appeals to everyone, probably because not everyone has fun being creative just for the sake of creativity. The most creative thing I built was a flat-sided square building, first out of cobblestone, then out of solid stone, to serve as a home base for exploration, but what really appealed to me was crafting because crafting was doing something that could enhance future ways to do other things. I did have fun exploring, but once you've seen one cave, you've seen them all. So in a nutshell, Minecraft offered an endless world and an endless amount of things to do, but it did so in a way that they didn't match up well and doesn't appeal to everyone. Some of my favorite games were (and are) Super Mario Sunshine, Banjo Kazooie, Banjo Tooie, Ty The Tasmanian Tiger 1, 2, and 3, Okami, Rayman 3, Far Cry 4 and Primal, and Sonic Adventure 1 and 2. What they all have in common is that they're sandbox games. Orthodox sandbox games generally revolve around collecting things or fulfilling goals to collect things, but collecting those things rarely serves to enhance gameplay other than to make a way to collect more of those things. But despite this, I keep coming back to those games. After thinking long and hard, I decided that what keeps me coming back is discovery and testing the limits of my skills. Now to the hypothesis. The appeal to an open world game is endless discovery and endless things to do. But even with procedural generation, it is impossible to make a game like that without things getting a little stale and similar. Even if the game implements discoverable things that add new mechanics, eventually the players will run out of new things to discover and new things to do. But there might be a method to do it in a way which can allow the player to have a number of mechanics, tactics, and methods at their disposal so great that it would be impossible for one player to uncover them all. Instead of a discovery being just an achievement or new gameplay element, it should also offer the possibility to unlock more achievements and elements depending on how the player matches up or arranges the discovery with others. That way even if the number of discoveries is limited, the possibilities each discovery offers are beyond what anyone could do by themselves. And maybe a good way to go about it is to make the number of uses each discovery has limited so that the player has to constantly venture out in the world to get the most out of their favorite discoveries. But above all, the challenges offered to the player must not call for one specific mechanic, there might be a few that would make the challenge easier, but even if using any other mechanic would make conquering the achievement harder, it would encourage players to test the limits of their creativity and skills without making them feel restricted. How could something like this be implemented? I don't know. That's why I'm posting it here like a thesis so that maybe someone with the right capabilities would read this and make the game I and possibly many others have been waiting a very long time for. I had a few ideas myself, but that is a post for another time. A few games that I feel helped me realize these ideas were Megaman Battle Network and Castlevania: Aria of Sorrow (Because of the number of abilities and mechanics they offered) Magika (Because of the mixing up of abilities) and Super Mario Odessey (for the different captures changing up the mechanics). Like my ideas, want to add or expand on them, or have some of your own? Please, leave a reply!
  10. Choconoa Devlog #1

    A 3D platformer in the world of pastries. Hello! After 4 months of work, it's time for us to start a devlog for our new project! STORY You play Choconoa, the prince of the chocolate world, and you must grab back the sugar stolen by the princess of the candy world. GAMEPLAY The 4 gameplay pillars are: You need to collect basic ingredients (chocolate, flour, eggs and milk) and recipes, and thanks to the magic of your wooden spoon, you can create a catapult. The bonus collectible is a chef's hat wich allow you to bounce and be invincible for a limited time. Next are the sliders which allow you to access different areas and grab extra collectibles. Last is the chantilly on the floor which makes you go faster. FEATURES LINEAR LEVEL DESIGN - SEQUENTIAL ORDER SINGLE PLAYER AND LOCAL MULTI UP TO 4 PLAYERS SPLITSCREEN COLORFUL STYLIZED ENVIRONMENTS KID-FRIENDLY PASTRY THEME WHAT'S DONE PROTOTYPE BASIC MENU AND HUD CORE GAMEPLAY HERO BASIC ANIMATION SET SOME ENVIRONMENT PLACEHOLDERS SOME SOUNDS AND FX PLACEHOLDERS TODO LEVELS CHARACTERS MODELS ANIMATIONS ART SOUNDS AND MUSICS TEST TOOLS UNREAL ENGINE 4 ZBRUSH BLENDER GIMP TARGET PLATFORMS WINDOWS, MAC AND LINUX NINTENDO SWITCH
  11. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Today, we take Rules of Survival, Survivor Royale, and Knives Out for a spin to answer the ultimate question; which one is the BEST Battle Royale game for Android & iOS? My thoughts on the best PUBG Mobile game: Rules of Survival Review & Gameplay My First Impressions video: https://youtu.be/zNh8BR0VHgY Android: https://play.google.com/store/apps/details?id=com.netease.chiji&hl=en iOS: https://itunes.apple.com/us/app/rules-of-survival/id1307961750?mt=8 Survivor Royale Review & Gameplay My First Impressions video: https://youtu.be/-nT_AiJ_W60 Android: https://play.google.com/store/apps/details?id=com.netease.rs iOS: https://itunes.apple.com/us/app/survivor-royale/id1309417491?mt=8 Knives Out Review & Gameplay My First Impressions Video: https://youtu.be/dOGpeliOQF4 Android: https://play.google.com/store/apps/details?id=com.netease.ko&hl=en iOS: https://itunes.apple.com/us/app/knives-out/id1312031248?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  12. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Take one of the worlds most played mobile games; Snake, and mix it with the 3D world and style of Super Mario N64 and you have Jewel Snake. Moving around in the 3D world feels great, and the game's challenging enough to be fun, with a pretty clever level design (lots of hidden gems - love it!). The game monetizes through a single $1 to unlock all levels and remove the banner ads. My thoughts on Jewel Snake: Google Play: https://play.google.com/store/apps/details?id=com.TankbusterGames.JewelSnake iOS: Sadly not Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  13. Comic book inspiration I want to make it clear that the game is highly inspired by my comic book experience. I am a big fan of Garfield, Gaston LaGaffe and Charlie Brown. I find the 9th art to be a very subtle, intelligent way to make people think and smile. Doing cartoon was always something I was proud of. I first started doing them when I discovered about Nabuchodonosaure cartoon and "Le concombre masqué". They triggered something inside me to start producing my own. My graphic style was Charlie Brown and Garfield as it was very simple and efficient. I want the game to feel like you are part of that background. I like how things look graphically, how anything can happen. More specifically I produce the Recontre du 3e type cartoon book which was self publish and sold locally in my home town. 500 copies were sold, which is not bad considering the market. Despite the book didn't make it to the big league, it was show case in the International comic book fare of Quebec and at the Salon du livre jeunesse. I was very proud of it and had a lot of very good feedback on the work from the readers. The book wasn't necessarily really strong artistically. The core story was great, but It wasn't fully exploited and my skill at the time wasn't strong enough. I'll gladly share part of the original book in the upcoming weeks. What is important about that book is that it serve as a starting point of this project. I have 2 tome of prewritten scenario to start with. I don't know about other indie developer, but I think having a scenario draft is really important. I want to develop things around a story and not squeeze a history inside of a confine set of feature. Those two book gave me the opportunity to know my character. This is a lot of character background to work with ! It's cool. It's like if I had started that game a couple of years ago without even knowing I will ever produce that. That said, things have change for the best and I am not sticking to a simplistic adaptation of an old unsuccessful cartoon. This is a complete rewrite, remaster, recreated, new, unique and super wow bing bang history inspired by the original work ! I think it is very important to have a good story a good plot, we want to tell a story, we want a start, a reason to play and the goal to be clear. We want a strong story to support game feature and we have one. So graphically you can expect things in 3D but with a cartoon style approach. I want this game to be more like how Pixar does thing. Cartoon but with a realistic look... ok hold it here. I am not Pixar, but if I have to aim at something, i'de rather aim as high as possible. I don't want the inspiration to stop there. I want the game to feel like a comic book, not by having super great 3D simulation of a page being turn, I don't want it to feel like a gimmick. What I am saying is that I want it to be funny, colorful, action packed and for all age. Everything will be, from a design stand point, inspired by that. Designing a character is also very complex to me. Designing a character is not only how it look it is how it live, how it walk, how it talk, how it react to certain situation etc. You have to create, in your mind, a full feature humanoid. I remember working up at night to write down idea and redraw stuff that wasn't working well. All this data is part of me now. They were born and lived in my head and they still do. I'll make various blog entry regarding each character Game inspiration I can't really pin point what game would be the closest similar game to the our. I am not necessarily inspired by 1 game or a set of game, but i'm inspired by some game feature of the old days. At the time of classic arcade, colleco and nintendo NES there were some stuff about these game that make them good even 30 years later. They were very addictive, they required complex pattern learning, skill and you had to be really crazy devoted to finish a game. I remember the adrenaline rush and excitement of finishing a game meant at that time. I find today's game to be more on the easy side, very forgiving, very beautiful and cinematic but also very short and almost no replay-ability. Replay-ability is a big word that a lot of developer said to aim at but very few actually achieve it. We will try to achieve that in various way by implementing a lot of game mechanic we will talk in future blog post. What game had They were hard and frustrating To a certain degree this is not so good as we want stuff to be fun, but if you want to have this adrenaline rush we all like, you have to go through painful moment. A mix of nice easy moment and hard impossible level that draw the line between care-bear and hardcore gamer ! I know that I treat the "hard level" of todays game as the "normal level". How difficulty work in our game will be shared in a futur blog entry. They had a LOT of replayability Yes, people still play Mario 1. It will always be fun. Q*Bert, still very fun, even though every level look the same. PacMan ! 256 level of frustration. We will not have only 1 level repeating itself at higher speed indefinitely until the game crash, but we will give you reason to restart the game even if you ever finish it. We will give you reason to restart the game if you are stuck at a certain level that is too hard. We will give you reason to start many game in parallel just to do thing differently. I can't wait to share more about it later ! They were unforgiving Ever played Rick Dangerous ? This is one of the most sadistic experience (still a very gun and good game) as everything in this game kill you instantaneously and this Indiana Jones inspired game had all of impossible to detect death trap every where. Each path was design to kill you each and every single time. Ever played the NES version Dragon's Lair ? (ok this one is a bad exemple, as the game was really bad, and the control were terrible) There is a funny episode from the angry game nerd about it.( go to 2:46 https://youtu.be/00xIvTOLrYA ). We don't intend to have a game that frustrating, That is not fun at all. But even in mario everything kill you in 1 shot. It's hard, some level require a Epic level of eye finger coordination. Today's game give you plenty of health, and health typically regen etc. We have our own thinking on how to draw the line between those two extend. More info soon They were fun and had their own signature As easy as it sound, this is the hardest part. Make it fun ! You will be be the judge of that and you'll be able to judge the more you discover about the game. Stay tune as the next blog post will be about the game story and what will be the humorous approach of this crazy universe. Follow us ! What do you guys think about today's game difficulty level ? Are they just right or are they too easy ?
  14. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Knives out is the last of the three PUBG-like "Battle Royale" games that NetEase released recently. The game only has Asian servers at the moment, but I noticed very little latency, if any while playing from Europe. Of the three games, Knives Out seems to be the most fully developed, with promises of high frame rates, although its graphics aren't on par with Rules of Survival. There's no monetization yet, and even when implemented, it seems it'll focus on cosmetics only. So far, I've still had the best experience in Rules of Survival, although the differences are minimal. My thoughts on Knives Out: Google Play: https://play.google.com/store/apps/details?id=com.netease.ko&hl=en iOS: https://itunes.apple.com/us/app/knives-out/id1312031248?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  15. A texture rectangle, texture type is RGBA. the alpha channel like this: (0=0,x=255) [0][0][0][0][0][0][0] [0][0][x][x][0][0][0] [0][x][x][x][0][0][0] [0][x][x][x][x][x][0] [0][0][0][x][x][x][0] [0][0][0][x][x][0][0] [0][0][0][0][0][0][0] I want a function to picking. now I have a very clumsy solutions: //system Init............. //.......... //pixel buffer to texture....... (texture is handle, a number.cannot get pixel matrix.) //.......... BYTE pixel_alpha[7][7];//save alpha channel matrix //.......... texture.draw(30,30);//draw the picture in the window x=30 , y=30 //.......... if(picking(GetMouseX,GetMouseY))MessageBox("click!"); // picking functio //.......... /*picking function*/ bool picking(int x,int y) { int mouse_to_image_x, mouse_to_image_y;//get mouse position in the image mouse_to_image_x = 30 - x; mouse_to_image_y = 30 - y; if((mouse_to_image_x < 0 && mouse_to_image_x > 7) && (mouse_to_image_y < 0 && mouse_to_image_y > 7))return false;//mouse is not in the image for(int i = 0; i < 7 * 7; i++) { if(pixel_alpha[mouse_to_image_x][mouse_to_image_y] == 255)return true;//in the image and alpha channel is 255 } return false; } //============================================================================================= but...... 1.an excessive amount of memory in alpha channel matrix. 2.i think efficiency is not high. so, how to do? not is ray picking, What is this technology called?
  16. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A level-based side-scrolling "runner" where you control a girl riding on a dragon, wreaking havoc in zombie-infested cities to retrieve the pieces needed to create a time machine and go back in time to prevent the zombie apocalypse (yes, seriously). The game's fun and reminds me of "Death Worm", but getting enough gold to upgrade your dragon is a boring grind, which is slowed down so that the developer can sell gold through IAPs. Apart from that, there's a single $2 to remove all ads from the game, which is nice. My thoughts on Dragon Hills 2: Google Play: https://play.google.com/store/apps/details?id=com.rebeltwins.dragonhills2&hl=en iOS: https://itunes.apple.com/us/app/dragon-hills-2/id1248326158?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  17. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Shadow Fight 3 is visually stunning, plays smoothly, and has an interesting gear system, but doesn't have real-time PVP, and progressing in the game takes forever due to a too difficult campaign and chests with long wait-times. The worst part, however, is that the game is pay 2 win. Even if you wanted, you'd have a hard time grinding your way to the best gear, with "booster packs" that include legendary equipment being sold for $35 PER PACK in-game! The game has lots of potential, but with the current monetization setup, it is close to unplayable, which is something I say VERY rarely My thoughts on Shadow Fight 3: Google Play: https://play.google.com/store/apps/details?id=com.nekki.shadowfight3&hl=en iOS: https://itunes.apple.com/us/app/shadow-fight-3/id964827011?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  18. Hi there! The development of TERRORHYTHM game continues! Introducing the first gameplay video: Game Steam page - TERRORHYTHM Best regards, EvilCoGames Team evilcogames@gmail.com http://steamcommunity.com/groups/EvilCoGames http://twitter.com/EvilCoGames http://www.facebook.com/EvilCoGames
  19. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A neat top-down offline (singleplayer) and online (4-player PVP) racer that is currently in alpha. The game monetizes through selling parts needed to unlock new cars, although these are also gained through simply playing. Additionally, opening PVP chests requires a key, of which we can store 5 at a time. When we're out of keys, we have to wait, watch an ad, or of course buy more keys. While the monetization sounds strict, it is nicely implemented and didn't feel obtrusive to the gameplay experience. My thoughts on SkidStorm: Google Play: https://play.google.com/store/apps/details?id=com.immobilegames.skidstorm&hl=en iOS: Early 2018 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  20. Mobs are currently open for testing, mechanics are based on "aggro" stat which is stored on database everytime you hit to any monster or whenever monsters decide to call aggro for you from client, if there is a need of any monster action call. Since i haven't been able to test all of this by myself, i need players to feedback to me. to join alpha test use link here : https://play.google.com/apps/testing/com.ogzzmert.online.game or search "Silverpath Online" on google playstore.
  21. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A real-time multiplayer "Worms"-like turn-based shooting game with a room-based matchmaking meaning you get to have a say in who you're matched against (finally!). The monetization seems on the heavy side, though, with most things acquirable through IAP, such as new vehicles etc. My thoughts on GunGun Online: Google Play: https://play.google.com/store/apps/details?id=com.vgames.gungunonline&hl=en iOS: https://itunes.apple.com/us/app/gungun-online-shooting-game/id1073166827?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  22. Survival Crafting game

    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.
  23. Asset Water Test

  24. Hey guys. Need advice on a matter thats been baffling me. I have a main story. Made in proper context and all. I have two characters who generally have an uneasy past that will be presented in the form of flashbacks and argumentative conversations in cutscenes. The story has many secrets behind the becoming of the second character because they play the villain, but in a sense where they are misunderstood (Like Sylar on Heroes). I was wonder how I could incorporate this secondary characters life story after their separation with the first character.......should I make a interactive flashback where the player can see things through the secondary characters eyes so that his actions can be justified through what he went through (i.e. Call of Duty Ghost. The fathers flashback to why Rorke is hunting ghosts) or should I got with the more subtle approach, presenting it as a prologue that shows the past, then works through present day. Any other approaches would be highly appreciated
  25. You can join to the alpha test and feedback ogzzmert@gmail.com "Silverpath Online" on googleplaystore or use link here : https://play.google.com/apps/testing/com.ogzzmert.online.game Currently, players can kill eachother on overworld. Monsters will hopely be on next update.
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