by admin

LibGDX game development with android studio – Creating Super Mario Bros

November 3, 2016 in Game Engines, Java, libGDX, Source Code, Tips & Tricks, Tutorial by admin

libgdx-logoA nice Youtube series of 32 videos by Brent Aureli about developing a Super Mario Bros game step by step using LibGDX and Android Studio. The videos include information about setting up libGDX with Android Studio, screens, viewports, aspect ratios, how to create a HUD, creating and rendering tilemaps, Box2D, spritesheeets and texture packer, animations, collisions, sound and music, moving & spawning items, and various other topics.

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Unreal Engine C++ Tutorial – Episode 1: Classes

October 5, 2016 in C++, Uncategorized, Unreal Engine by Adrian Marius

unreal-logo-smallRemaking the basics series for the newest version of the unreal engine, since some of the code is now outdated/deprecated.

 

Create a Game in Unity 5 : Top Down Shooter

December 15, 2015 in C++, CSharp, Unity by Adrian Marius

unityLogoIn this series we will be creating a fun top-down shooter style game using C# in the Unity engine.

The series is quite fast paced, and aimed at an audience that is already comfortable with the basics of Unity and C# programming. I hope you enjoy.

Follow me on twitter @SebastianLague
Support my videos on Patreon: http://bit.ly/sebPatreon

 

How racing games were programmed before 3D

September 22, 2015 in Game Engines, Tutorial, Uncategorized by Adrian Marius

Why Pseudo 3d?
Now that every system can produce graphics consisting of a zillion polygons on the fly, why would you want to do a road the old way? Aren’t polygons the exact same thing, only better? Well, no. It’s true that polygons lead to less distortion, but it is the warping in these old engines that give the surreal, exhillerating sense of speed found in many pre-polygon games. Think of the view as being controlled by a camera. As you take a curve in a game which uses one of these engines, it seems to look around the curve. Then, as the road straightens, the view straightens. As you go over a blind curve, the camera would seem to peer down over the ridge. And, since these games do not use a traditional track format with perfect spatial relationships, it is possible to effortlessly create tracks large enough that the player can go at ridiculous speeds– without worrying about an object appearing on the track faster than the player can possibly react since the physical reality of the game can easily be tailored to the gameplay style.

But they have plenty of drawbacks as well. The depth of physics found in more simulation-like games tends to be lost, and so these engines aren’t suited to every purpose. They are, however, easy to implement, run quickly, and are generally a lot of fun to play with!

It is worth noting that not every older racing game used these techniques. In fact, the method outlined here is only one possible way to do a pseudo 3d road. Some used projected and scaled sprites, others seem to involve varying degrees of real projection for the road. How you blend real mathematics with trickery is up to you. I hope you have as much fun exploring this special effect as I did.

http://www.extentofthejam.com/pseudo/

 

 

Menu – Armory – Part 2: Weapon Upgrades

September 21, 2015 in Game Engines, Unreal Engine by Adrian Marius

unreal-logo-small

In this tutorial I will focus on creating upgrade for my weapons.

  • Possibility to change each weapon variable,
  • Draw everything on 3d UMG widget,
  • Explore weapons as 3d models,

 

by admin

Creating a Match 3 Game, Part 1,2 and 3

September 18, 2015 in C++, Code Snippets, Game Engines, Programming, Tips & Tricks, Tutorial, Unity by admin

unreal-logo-smallThe part 1,2 and 3 of creating a Match 3 game:

Lauren Ridge and Richard Hinckley show you how to build a Match 3 game using C++ in combination with Blueprints. In this first part of the series, you’ll get an overview of the game – including how to design your project utilizing both C++ and Blueprints – as well as starting to implement some of the base classes.

Part 2 continues with Lauren Ridge and Ian Shadden showing you how to use the coded move type and tile type to do visual and audio effects in blueprints, and the combos accelerating tiles.

In the 3rd part, Lauren Ridge and Richard Hinckley show you how to add swipe control to the Match 3 game using both the mouse and touch input. This is a must see for any mobile game developers out there!
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by admin

Game Mechanic Explorer

September 13, 2015 in Code Snippets, Source Code, Tips & Tricks, Tutorial by admin

John Watson proivides a collection of concrete examples for various game mechanics, algorithms, and effects on gamemechanicexplorere.com website. The examples are all implemented in JavaScript using the Phaser game framework, but the concepts and methods are general and can be adapted to any engine. Think of it as pseudocode. Each section contains several different examples that progress in sequence from a very basic implementation to a more advanced implementation. Every example is interactive and responds to keyboard or mouse input (or touch).

For the entire article and the game mechanics explorer, follow this link

 
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