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Found 688 results

  1. Hello , i would like to showcase my first game project, a simple endless casual arcade game called Apples Mania : Apple Catcher. The game has simple goal , scoring as high as possible by collecting falling apples while the difficulty gradually increases. Different apples are worth different amount of points and there are also 2 power-ups to help you in your challenge. The game took me about 2 months to complete and polish and i made everything except for the music tracks and some of the sound files. Made in unity and blender3d. Would appreciate any kind of feedback. Google Play Link A trailer showing basic game-play:
  2. 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
  3. 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
  4. 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.
  5. Mobile Week 5

    Hey All, Another week another great update! So we have several new features that were implemented. First, we now have a start screen with a menu. Right now I'm just using the starting room background for the artwork on the start screen. This is only a place holder and will be changed. Right now the options to select are; New Game, Continue Game, Arena, Store, Credits, and Quit. 3 of these options currently work. New game starts the game and continue game works as designed, more info below on how that system works. Arena mode, the store, and credits are placeholders. The quit option currently quits the game but that will be removed as you do not need that for a mobile title. Also along the same lines we now have a game over screen. This screen also has the same artwork as the start screen (will be changed later) and displays game over text to hit the space bar to continue. For this screen I will also be creating an animation of the main character spinning and falling on her knees. So now lets talk about the continue game feature. This does exactly what it states, allows you to continue an ongoing game. There is a save system in place for the game that is making all this work. The save system is an Auto Save feature. The player is not allowed to manually save their progress. Remember this is going to be a "rogue-lite" game. So it will autosave every time the player enters a new room. I found it best to implement it this way as it's a mobile game and if you get interrupted, your last progress of clearing that room will not be lost and you can pick up where you left off. If you get a "game over" the auto save is completely erased. You cannot continue a game after a game over. The next thing I did was some more tweaking on the shadow engine. I did a lot more work on this to try and get it more realistic. Now the left wall, door, open door, room props, and enemies have shadows. I even added depth to the shadows so if an object goes under a shadow it gets darker from the shadow being casted upon it. Still needs some more tweaking but it looks a lot better. I will be creating a lighting feature in the game. Some rooms are going to be dark. The only light in the room will be from candles or a flashlight. This will just add more elements to the gameplay and look really cool at the same time. Created two new objects in the game. These are room hazards. The first one was mentioned in the previous blog post. Mucus was created. He does not harm the player. He sits on the ground and pulsates a little. If the player runs through the mucus your speed is drastically slowed down while your in the mucus and up to 1 second after you get out of the mucus. This proves to be a huge obstacle when you are running away from an enemy or need to run from an enemy. The second hazard which I am extremely proud of is the hole. There will now be random holes in the floor of the rooms. If you get to close you will fall into the hole. I have also created the animation for falling into the hole. Once you fall into the hole you disappear, lose 1 heart of health, then re appear at the location where you started that room. You will also be slightly invincible while you re spawn just in case you are re spawned next to an enemy (invincible while blinking). I am very pleased with the results of this feature and it's going to be expanded upon. Which leads to the next feature that will be implemented......Secret Rooms! Secret rooms is the next thing I will be focusing on. In order to access these secret rooms you have to fall through a hole in the floor and be granted by the RNG gods that the hole does not damage you and brings you to the secret room. If you find a secret room through one of the holes you will have the option to purchase upgrades. These can range from +1 heart, +1 stamina, health potion, etc. These can be purchased via coins that are collected while playing. What will be offered will be complete random and will only be temporary for that particular play through. This way every play through is different and you always end up with different stats and upgrades. More on this to come. Two sound effects have been added to the game. They are for hitting an enemy and using the firecracker explosives. Which reminds me I have not talked about that power-up yet. The firecrackers can be used against all enemies, even damage the main player, and are very powerful. They require 3 stamina for use and do 4 damage. Also a long with this I have cleaned up the pause and inventory screen. I made the dim of the game darker while in the pause screen so you can see the inventory more clear. Also I will be adding a quit to menu option here if you choose to quit back to the main menu, which can be important because doing so will NOT delete that auto save file. I believe that was everything, if I missed anything I will add it to next weeks blog. Here is a gameplay video showcasing most of the features discussed in this weeks blog. Please post comments and questions we will respond! Thanks much!
  6. I like to build my A - Team now. I need loyal people who can trust and believe in a dream. If you got time and no need for direct pay please contact me now. We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. If I get the best people together for a team, everything should be possible. What i need: - Programmer c++ - Unity / Unreal - we must check whats possible, please share your experience with me. - Sculpter, 3D Artist - Animator - Marketing / Promotion What i do: - Studio Owner - Director - Recruit exactly you - Sounddesign - Main theme composing - Vocals - Game design - Gun, swords, shields and weapon design - Character, plants and animal design Please dont ask about the Name of the Game, about Designs or Screenshots. The game will be defintitly affected about our and your skills if you join the team. Planned for the big Game: - 1st person shooter - online multiplayer - character manipulation - complete big open world with like lifetime actions and reactions - gunstore with many items to buy - many upgrades for players - specials like mini games So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do. discord: joerg federmann composing#2898
  7. 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!
  8. Hi all, Does anyone here know if coloring book games are popular among little kids? If yes, I have the following questions: Do kids tend to color the same image over and over again? UI is supposed to be 'childish and crowded' or 'flat and peaceful'? Does 'kid songs' matter as in-game music? (In my current project, we have found that the audio is ignored by the adults) Anything you would like to add and I should consider?
  9. Hey guys, wanna introduce to you my new arcade game! I'll be very grateful if you leave your impressions and recommendations in the reviews. Please, don't judge strictly, my first experience. Have a nice day!) Google Play: https://play.google.com/store/apps/details?id=com.ReikoApps.LeapGameSpeedEvol
  10. Release feels so close. It's like the pieces are all in my lap and I just have to follow the instructions to put them together. The final version of Battle Gem Ponies is so clear in my head now that I'm fanboying over it sometimes. In the last 7 days I charted out exactly how all 360 battle moves will look, I recreated every menu, rebalanced the battle system, came up with catchier names for things, sorted out details for a DLC & multiplatform launch plan, and closely studied just about everything that makes the games that inspired this one so great. To keep track of things I made a week-by-week breakdown of the rest of BGP's development. Counting down what's left to do to get the game to a launchable state. If you wanna find out what the Yotes Games Wednesday Milestones are, look at the list on this week's new devblog!
  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. Hello Game Dev Community, like most people nowadays i'm involved in Gaming for years now and I've seen genres come and go. RTS, MMORPGs basically died only hardcore fans are left and now MOBAs decline and it seems like Strategy game players can't play one game longer than a few years. My idea is a competitive Tower Defense Game 1v1 or 2v2 not 100% similar to Clash Royale but I think its still the best comparison. I'm not a professional graphics person nor a great programmer so its hard for me to show what my idea would look like. If someone has some time and wants to give me a very dare guess on what the production of a Clash Royale game with graphics on League of Legends level and multiple turret variations would cost that would be great. Thanks already have a nice day.
  13. Hello everyone this is Anthony from Atwo Studios, as small indie company we have published 2 indie games using Game maker, one being ROY - Color Matching and the other being Solar Switch. Both can be found on iOS and the Google play store. For our third inide game we are wanting to make a golf physics based game, this would be on mobile too. I currently hold the designer position for our team and my partner takes on the the responsibility of programming. I would like for us to have another programmer and definitely an artist as we are not artists. If you are interested in creating a game for portfolio work or just as a hobby, please send me an email at : anthony@atwostudios.com PLEASE do attach any work related to programming in Game maker or any 2D artwork so that my partner and I can review it and determine if you are qualified for the position. Please check out our website for more information about us and the types of games we have made so far. atwostudios.com p.s. I am not a website designer
  14. 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:
  15. Mobile Week 4

    Hello All, A lot of updates happened this past week, so this will be pretty lengthy. Also I cannot believe we are already 1 month into this project. We have 2 more enemies that have been created. We are now at a total of 3 enemies (Germs) that are attacking main player (Sarah). We still have not really "officially” named them but they are: Germ 2 : This is the orange germ with two legs and no arms. He hops around randomly. He does not hop towards or away from the player he more of just roams. However if you get to close to him spikes come out from his left and right side and hit you. It's best to attack this germ from above or below. Flying Germ: This germ is purple in color and will roam around the room. However if you come within sight of this Germ and he sees you he will come straight for you, also has acceleration in his movement for this. He will continue to chase you until you run or dodge out of his sight where he will then roam. He tries to ram into you doing damage. It's best to come in quick, hit him, and dodge away. Shooting Germ: This germ can fly but also shoot. He looks the same as the flying germ but is blue in color and has lighter color wings. If this guy sees you he will shoot a fireball towards you. He will not chase you, he is a roamer. Fun Fact: Germ 1 was created and imported prior to Germ 2 but later scrapped after the creation of Germ 2. So there currently is no Germ 1 in the code. I have one more Germ that I am working on. He is practically done just need to do some coding for him. This enemy will have no movement to him, he will be a room hazard. He will look like a puddle of slime on the ground, I think we are calling him mucus. If you happen to walk through him he will harm you and possibly even slow you down for a period of time. There will be no way to destroy this enemy, he is only there to provide you aggravation. This will be the variety of enemies for world 1. Now we just need to start thinking about a world boss and some new enemies for world 2 and world 3. Also did some more work with collision. The player now collides with all enemies, this way you can not just run through them. Some enemies, when collided with will harm you, others you will just bounce off of a little. Also the enemies have collision between them selves. Also made another Room! You can now move from the starting room to another room. I set this up using warps in the door passage way. Also you can only move from one room to the other room once all the enemies in the current room are defeated. Until the enemies are defeated there are closed doors covering the passage way, once all are defeated these doors are destroyed and your path is open. Now that this code is done, and I have a parent room, making the rest of the world layout will be quick. I have also started adding "props" to the world. These are normal objects that you would see in a house. I am adding these to give the rooms some life and depth but the biggest reason is to provide obstacles for the player to maneuver around as there is full collision with each object. So far the only ones that can be destroyed are cardboard boxes. When these are destroyed they have a chance to drop either coins or hearts. Which leads to the next thing we implemented which is the random chance for hearts and coins to be dropped from defeated enemies and cardboard boxes. Right now I have the chance set at 90% for testing to see them actually drop but this will be changed down drastically as they will be rare drops. Also have started working on the UI. Right now the UI displays the amount of coins collected, players health, and the players stamina. This will not be the final layout of the UI or even the final artwork. I am still learning how to properly position, code, and get the desired results I want, but it's good for right now. The next thing implemented was stamina. What this is and I want to be very clear, is only for items being used. So right now the user has two power ups. These power ups are the ability to dodge (roll) and the ability to use explosives. These power ups use an X amount of stamina each time they are used. Why did I implement this? I did this because you will have unlimited amount of explosives. So this prevents the player from spamming explosives. Right now the timer to refresh 3 stamina, which is the max amount and also the required amount for the explosive, will be ready after a used explosive is detonated. This way you can only use 1 at a time. Also this prevents the user from spamming the dodge feature but timed just right for refresh that you can get out of a sticky situation. As for these power ups. Well you will not start the game with them, they will have to be acquired. There will be more than 2 power ups in the game as well. There is a rudimentary inventory system in place at the moment, this will be improved upon. The inventory system will display your collected power ups and allow you to equip 2 of them. You will only be able to equip two power ups at one time. My coding skills are getting very strong and I am really getting comfortable with the game maker engine and how it works. The next thing I need to work on is my sprite art work. I will be concentrating more on this as I feel it could use some work. I have a training class that I will be taking to improve my skills in this area. I believe those were the big milestone achievements that were made with many little ones in there. Attached is a gameplay video. Please excuse my skills I am horrible playing with a keyboard. Right now movement is W, A, S , D keys. EDIT: Found a great video recording program that records over 30fps, it's called Monosnap for OSX. Here is a new video uploaded to our youtube. Thanks for reading, following, and commenting. We want to hear from everyone so please drop a line! Till next week. To view the Alpha gameplay please see our youtube channel:
  16. Hello. Let me introduce Physics Blast! It's an arcade game with a simple goal - don't let any brick get to the top. You have to aim the cannon and shoot balls, in order to clear the board. Each waves becomes harder to pass, but don't worry, you'll get more, and more balls! I've also created some power-ups and boosters that you can catch during the game Check it out here: Google Play And check the video here: Remember to submit a review so I know what to improve when creating more games! Any feedback will be appreciated Also, check out my website: Zenith Codes Have a good day !
  17. Need some REAL Music

    little bit about us, we are Stillo a 3 man team who have 2 projects in the work, that are in need of sound. these projects are simple physics puzzle that are a bit repetitive, and randomly generated so they are infinite. the core mechanics are good but this isn't the time of space invaders and games like these have a short shelf life. so we looking for some music that can accompany the games, instead of the bog standard background track. i am looking for someone who are interesting in having there music heard. while doing some research for these projects we came across a game call 'PitchUp'. our games have a similar style of mechanics and pace. pitchup's designers decided to use an album from the artist Dlay, instead of repeating a backing track. a song plays until an ad which is 5 or so respawns, this relates to about 2 minutes of game play, after the ad a new song starts. similar to our games there is not much need for long delays between spawns, which causes problems when trying to keep the game from being repetitive in longer play sessions. they seem to have solved this problem with having the album in game. the ads brake up the game and the new track gives the player a sense of a fresh start after an ad. stillo are looking for a producer who is willing to contribute a list of tracks or an album that could fit in with our style of project. we are looking for something electronic with an eerie vibe around 110 dpm eg. techno, synthwave, vaporwave etc. comment or email us a link to your soundcloud or other online music hosting place, we will be in contact if we like your stuff. stillo.entertainment@gmail.com
  18. Strategy Gniarf

    Hello, I'm new in this community, I hope there is no problem showing a WIP project here ? I'd be glad to post here about the updates of my game and having feedback :). I'm the developer of Strategy Gniarf which is a turned based strategy game on Android using Libgdx inspired by a old game I played when I was young. The goal of each level is to get all the tiles of the map. You start with some tiles (territories) that generate apples, with apples you buy Gniarfs. Fighting ? Gniarfs have strenght, you can eat weaker Gniarf if you are stronger. All of that turned based versus some IA (multiplayer may come if there is enough player). Not a full family photography : -Simple mecanics -Nothing here to grab whales -Nothing here to frustrate you -Just play the levels and enjoy The monetization of the end game will be a demo of some levels (like 5-10 I don't know) in every world and "you can pay to have access of the full game" if you enjoyed playing it. No ads involved, try it for free, and if you like it, support the work. Development The Code I have coded everything alone since early November 2017. I choose Libgdx because of Java. I know that going into indie and complicated and there is a high risk that after this project I go back to work in a company, so much so use a techno that sounds a little in the ears of my potential future employers : Java. Graphics I am alone, I am not a graphic designer, I have used free/modified assets and make some images with inkscape. I find the correct result, we did not spit on it either or praise it. Musical Ambiance At the sound level I have a loop that I bought to a freelance, I see for the rest but I have no talent in it either ^^. WIP Currently I have a tutorial that took me a long time to tweak and that will probably have some change and a few dozen levels. The game system is fully operational, outside my scary menu parameter, I have almost everything ready and I can finally tackle to add more content! I'll finish on a small montage of where the game is now: All honest feedback are welcomed. Thanks for reading. https://play.google.com/store/apps/details?id=com.woum.strategygniarf
  19. Dev Log 1

    Being approached with the task to create a ‘calming’ experience for LiminalVR users was juxtaposing because at first we were absolutely not calm with our approach to research and our aggressive surveys distributed over social media (Which by the way, feel free to take part in here and here). However, a week later the team had a meeting with LiminalVR and were given access to their concentrated psychology documentation which, to say the least, was a lighthouse in the fog of endless research. The research provided to us allowed us to decide on creating the natural setting that we wanted, with factors of detail such as colour and vegetation types that allow for a calming user experience (we hope!) The terrain itself was generated with World Machine, using a low resolution to ensure its cost remain low for mobile optimisation. The terrain, when translated across into Unity, had some scaling issues and as a result, the long rolling meadows that were seen in World Machine imported much smaller. To fix this issue we doubled the size of the terrain but as a result, we discovered that we had lost a lot of our ability to create finer details when painting textures. However, as this is essentially saving cost and the painted roads will be in the distance, we decided to push forward. Itween was used to create the curve in which the lantern follows, travelling at an increasing speed as it moves further from point A towards point B. The lantern model is still underway, however this will be one of the final features that will be implemented. On feedback we changed the initial idea from dusk to dawn and to really harness the colours of an early morning sunrise, we used optimised volumetric lighting beams to simulate the sun rising in the morning. It was extremely challenging to simulate atmospheric fog inside of Unity that is mobile optimised and after research we decided to create a cylinder to surround the terrain with a low alpha material on the inside which gives a low cost effect of fog. This encompassed with Unity’s inbuilt fog feature allowed to create a believable environment. User Input is required at the start of the experience, the player simply must use their head to turn and look at one of three pieces of paper that represent most how they are feeling, this is a feature that is currently being worked on in a test scene and will be migrated over to the experience on completion. Next up we will be working on polishing, grass, textures, finalising models and audio. Stay tuned and watch this space! Sincerely, Team Tuff Knight P.S - Follow us on Twitter for regular updates! @BraydenBeavis @MohamadAlRida
  20. Hi, I am working on a Game Framework for AGK2! I have years of experience building engines and frameworks and I intent to post updates here frequently. The name of the framework is Combustion The first release will have at least - a UI with button, text button, checkbox, image and scroll box. - Tile engine ( orthogonal ). Tilemaps created with Tiled can be converted and loaded. - Horizontal and Vertical split screen display. - Pre render functions to create buttons and images from tilemaps. - 9 patch draw function. - And a bunch of other helpful functions. Here is some early logo work We also produce assets and you can buy them here Cheers! Tony Smits Playniax
  21. Hello! This is my new game. Legacy of the Ancients - Arcade Platform. Google Play: https://play.google.com/store/apps/details?id=platformer.appatato.legacyofancients
  22. Pixel Week 3

    Hey All, Sorry didn't realize yesterday was Tuesday and it was blog update day, so here is the update a day late. The past week we did a lot more work on the actual world layout. I spent time on the actual viewport, camera, and resolution settings for the game. This should now be all set so that when it's ported to IOS it will fit correctly on all screens. I also scaled all the sprites in the world Parent Room so they look correct to the size of the sprites for the enemy's, props, and main character. One of the big changes that I made was making a parent room. I have added all the objects, layers, assets, backgrounds, etc. to the parent room. Now when adding additional rooms for the world I no longer have to recreate from scratch, I can inherit all the settings from the parent room and quickly configure and change the child room to our liking. This will GREATLY lower the dev time of making new rooms which will increase the overall room amount per world. Also did a lot more work on artwork and sprites. Added attack animations for Germ 2. Coded all of the hurt boxes, hitboxes, destroy, draw, and variables set for a parent Enemy object. Now when I create new enemy's I will make them child's of the parent enemy object so I don't have to re-write code. Also coded the same for the main playable character. The main playable character, who will now be called Sarah, has health and a hurt box and can take damage from parent Object Enemy. Germ 2 can now take damage and be destroyed. For Germ 2 being destroyed I have scripts for effects. Germ 2 has a full destroy effect animation as well now. I would like to show everyone the attack and destroy effects however the GIF program I am using on my MAC, GIPHY Capture, seems to lower the frame rate of gameplay when recording so I don't want to show you with those results. Does anyone have a recommended program to record some gameplay that I can attach on this site? I don't know exactly the size limit gamedev imposes on attachments in the blog. For now I will show some screenshots of the new layout of the test room. You will see, if you compare to last screenshot, that it has been scaled and looks a lot better this way. Also attached the coin currency that can be collected in game. This currency will be used to "buy" permanent upgrades for playable character as well as new Rooms for arena mode. They can only be collected by playing the game and NOT by IAP. Next will be working on UI artwork and coding. Till next week, thank you.
  23. Beat Drop Game Development

    Beat Drop was originally named Dot.RBG on the first and only iteration of its game design document, as it was supposed to be a very simple red, green & blue color game, of which you would match the button you pressed to open the same colored gate, allowing a ball to pass through, the game was just that as originally planned. Here's a nice GIF to show you what we mean: Now, this was the final look we had in our heads when designing this game on paper, but once we started developing the game in the Unity editor our programmer made it nice and clear that he was capable of doing anything. I mean what did we expect from an ex-Google employee? So we took to the design board (our whiteboard) and created this amazing new game which has so much potential, charisma. We plan on doing things in this game that no other game (that we know of) has done before. MUSIC INTEGRATION Dot.RGB would later change its name to Beat Drop as we wanted a stronger music presence in the game, we introduced a few "Non licensed" tracks into the unreleased versions of the game that catered around EDM (Electronic Dance Music). In the unreleased version of the game we listened to the likes of Bassnectar and other great EDM artists, we then tested the game over and over until we introduced the idea of a music media widget that would allow you to pause the game and give the player options to skip track, pause track, repeat all, repeat 1 or shuffle the current playlists, the playlist we had already predefined for the game... Which currently consists of 3 tracks to keep the file size down. The music player can be swiped in with your thumb from either the right or left side of the screen (catering to both left handed and right handed people) showing the current track, artists, album and album cover, even it's current genre, this will also pause the game and to up-pause you'd simply have to swipe the widget back out. THE STORE With the introduction of the store we wanted to give the player the ability to personalise their game play, by offering wallpapers that would replace the background art to Beat Drop, these wallpapers were originally planned to cost the player real money before it was decided that we would offer up in game currency for playing the game and watching adverts, this would mean the game stayed completely free and that the only people paying were the advertising companies, in return you would eventually be able to purchase a wallpaper and set it as a Beat Drop background, along with this feature we'd like to make it possible to download the wallpaper to the device and use it there. The prices shown here are how much you'd have to spend of in-game currency that would be earned in-game by watching the "Watch Ad" button on the home page and playing the game, of which 10% of the points you earned would be converted into our in-game currency. Along with wallpapers we plan on making ball skin, the only example of these skin purchases are in the form of the lava ball. BEAT DROP BECOMES COLOR FALL The more we played Beat Drop the more we realised that we wanted more music integration, we wanted the game to play along with the beat and with the current version of Beat Drop it was impossible for us to integrate music into any more than we had, so we took a look at the other two games we had in the color series and decided what game was better for the next step we had in mind, and there it was, the original "Color Fall" would become our new "Beat Drop" and the old "Beat Drop" would take on the name "Color Fall"... Complicated, I'd say so. Here's an example of what Color Fall now dubbed as Beat Drop was in its original state. In this game mode, you will be falling on the spot and you'd have to press the color you wanted the ball to move to, doing this would move the ball, and avoid obstacles. This would later become our new Beat Drop and with this, we'd be able to spawn in the obstacles with the beat, kick, snare or bass of the song, all we had to do now was update it from the above GIF into the below image. WHY PLAY TO ENHANCE Play to enhance was an idea that I came up with when designing the game, instead of things like "Early access" or "Beta", "Play to Enhance" would just imply that the more the player plays the game, and watches adverts we as the developer would gain advert revenue which would be fed right back into making the game, as we the developers are working for free, we have spent £0 on this game, and gained £0 from making this game, thus far... But the sad truth is that we need money to function, and instead of taking money straight from the player we'd rather take money straight from advertising companies, all we ask is that you play the game so we can get these great features into the game. Features yet to come: - Social integration: The ability to post your score on Facebook, Twitter, and Instagram. - Create your own playlists (using music you've downloaded onto your mobile device) - Leaderboards. - InGame currency (gained by playing the game & watching adverts) - Store (will consist of purchasable wallpapers & ball skins using “Game currency”) - Download purchased Wallpapers to your mobile device. - Updated point system with multipliers and SFX’s. - Beat Drop (game mode) - Watch advert button (gain “Game currency” by watching adverts) - Daily rewards.
  24. Crystal Clash Build UI

    From the album Crystal Clash

  25. Crystal Clash Main Menu UI

    From the album Crystal Clash

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