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Found 735 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. What softwares should I prefer for like really basic game development,and basic requirements for starting into this
  8. 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.
  9. 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
  10. The video of the first iPhone gameplay in the last blog was not rotated to landscape view. I have deleted that video (was very hard to watch) and uploaded a new one now that I know how to use iMovie. Let us know what you think and sorry about that. View the full article
  11. Hey All, We are now 2 months into the development and moving along nicely. This week I finally faced what I thought would be the biggest hurdle in the development and that was getting the game compiled over to my phone. Fortunately this was not as difficult as I thought it was going to be. I had some very good articles to step through the process of generating the Apple certificates and setting up Xcode. Once I got that all configured, I configured GameMaker for the port and glad to say that on the first try everything worked!! It was a very cool moment in the development to see our game playable on the phone for the first time! So in order for this to be playable, I had to create the touchscreen controls. Went with a virtual stick for movement and virtual buttons for action inputs. All I had to do was map everything over from keyboard and mouse to the touchscreen and MFI controller. Yes the game is coded for touchscreen and MFI controllers, as well as game pads / keyboard and mouse for PC. For now the main menu is not interactive on the alpha phone version. I have it in place so once you tap on the screen it auto selects new game. I will have this interactive in the next week. Touch controls that are complete are: vstick action button for attack 1 power use button pause button(accomplished by tapping the coins counter in top right of screen) will add a pause icon for clarity the whole pause screen, inventory, is interactive with touch controls. What I need to add is one more power up button for the 2nd power up slot, as you can equip and use 2 at the same time. The graphics for the buttons and vstick are not final. These are just placeholders until the final design. Also added a fade out effect to the game over screen when you run out of health. Over the next week I will be finalizing all the touch controls and main menu. Once that is done it’s back to finishing the design of the levels for world 1. The following gameplay video is recorded from my IPhone 7 Plus. All videos and screenshots will now be from the iPhone version of the game. Thanks for reading and checking it out. View the full article
  12. Hi guys, check out our new game about sticks. Feedback welcome! Stickman Destruction 5 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation5Youtube: Website: http://strifexxx.wixsite.com/cyberponyFacebook: https://www.facebook.com/groups/577850349043463/VK: https://vk.com/club122273704
  13. I am having an issue with touch inputs on an iPad. I have a UI widget item on screen that I am trying to drag. When I test the game on a PC the widget item works correctly. When I try to drag the widget item on a touch screen (iPad) the position of the item is nowhere near my finger. So as I am dragging the item it doesn't follow my finger, however when I drag the item using a mouse on a PC the widget moves in the correct position. In project settings I have enabled the use mouse for touch option but the issue still persists. This has been set up in unreal engine 4 and I am trying to get the correct functionality for a tablet device. Any help would be much appreciated on how I would get the UI widget to follow my finger when I drag it.
  14. I am trying to package a game to an ios device, but I am getting the error "Provisioning profile doesn't match the entitlements file's value for the get-task-allow entitlement". Where do I find the entitlements files and change the value? I am packaging for distribution, and am using a distribution profile and certificate. This error appears in the output log of an unreal engine 4 project which is on a mac operating system.
  15. I am developing a 2d game using unreal engine 4 in which the user drags and drops a sword. I want the sword to follow the position of my finger. At the moment, when I drag the sword, it moves at an offset from my finger. The game has been packaged to an ipad and I have set up the functionality using blueprints. Pseudo code On Drag (){ finger position = sword position on screen on drop = finger position on release from screen = position of sword } How do I make the sword follow the position of my finger as I drag it?
  16. Peekian Games

    [Android] Crate Panic!

    Crate Panic is an arcade shooter made with Unreal Engine 4. Shoot falling boxes and gain points, lose points when they hit the ground. If you're reduced back to zero it's game over. You can rack up coins throughout plays to upgrade to a better cannon that shoots differently, whether that be burst shots or shotgun spreads. We might port it to iOS if it gets a certain amount of Android downloads. Playstore Link: https://play.google.com/store/apps/details?id=com.PeekianGames.CratePanic
  17. Marco Masera

    Num8.png

    From the album: Ripple

  18. Marco Masera

    Num7.png

    From the album: Ripple

  19. Marco Masera

    Num6sat.png

    From the album: Ripple

  20. Marco Masera

    Num5.png

    From the album: Ripple

  21. Marco Masera

    Num4.png

    From the album: Ripple

  22. Marco Masera

    Num3.png

    From the album: Ripple

  23. Marco Masera

    Num2.png

    From the album: Ripple

  24. Marco Masera

    Num1 saturated.png

    From the album: Ripple

  25. Thiago Melo Silva

    Shop

    From the album: Car Collector

    Google PlayStore: https://play.google.com/store/apps/details?id=com.sirknight.carcollector&hl=en
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