2D games are drawn in a two-dimensional space using two-dimensional objects. To represent its position, each game object will have an `x` and a `y` coordinate.

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2answers
386 views

2D shooting problem on Java using arrayList

I'm trying to shoot missiles according to a direction which a player is facing at. A missile goes towards right iff the player is facing towards right and shoot for instance. It is working but when ...
3
votes
1answer
267 views

OpenGL - Z- Buffer translucency

So lately I wanted to use the Z buffer in opengl to order my 2D sprites in my program. Now I didn;t relaize that if you use the Z buffer then you cant blend these sprites. And some of these sprites ...
2
votes
2answers
326 views

How to implement pathfinding in this situation

So I'm creating a game for android using the libgdx library. I render the map from a tmx file and in it all the water tiles have the property of blocked. My player(a sprite) moves to where I ...
1
vote
2answers
127 views

Twitchy sprite movement

I'm having an issue with sprite movement, and I'm not sure how to deal with it. When I set a destination for my player sprite (by clicking the screen), it sets the player moving in that direction. ...
-1
votes
1answer
392 views

Different Attack Systems in RPG [duplicate]

I'm making a 2d rpg game with libgdx and java, and I'm wondering how I would organize different attack systems - magic, melee, etc. (it's not a turn-based rpg). I have a PlayerClass enum, a Player2D ...
0
votes
2answers
89 views

How to cancel out simultaneous collisions in libGosu?

I am working on an Asteroids remake. When the player's bullets hit a large meteor, it should break apart into 2 smaller meteors. This works when the player is only firing one bullet, but when the ...
5
votes
1answer
242 views

Create extra bullets, offset according to angle of spaceship? [duplicate]

I am trying to create a weapons upgrade for my Spaceship, using libGosu and Chingu (in Ruby). This question is about how to deal with this issue specifically in Ruby, and more specifically in libGosu. ...
1
vote
1answer
110 views

Creating a card dangling affect using 2d sprites

I'm working on a 2d card game for iOS and using Cocos2d. When a player picks up a card and drags it I would like to make it appear that the card is lifted off the table and dangling just below their ...
-2
votes
2answers
448 views

Is there still a market for 2D games?

Do 2D games still sell well? Assume it has nice visuals and good game-play. I want to make games and want to start with 2D, but I am a bit hesitant, I have more than 8 years experience with 3D ...
-2
votes
2answers
181 views

How do I make a game that can transition from 2D to 3D?

My plan is to start from an really old game and build my way up to todays graphics and games. So for example start with Pong and then go to Space Invaders, then go to Zelda and Super Mario. But then I ...
4
votes
1answer
205 views

Collision Detection problems for vertically moving platforms

Background My game is a static screen (ie, no scrolling) 2d platformer and my CD routine is split into 2 - after vertical movements, (ie, gravity etc) I check for collisions, and if they are ...
0
votes
0answers
232 views

How do I use Opengl in conjunction with SDL?

I've been using SDL for a while in simple 2D games but have been limited as to what I can do graphics wise. I would like to start using Opengl. Does anyone know of any web tutorials for using Opengl ...
0
votes
2answers
220 views

List of 2d action games with level editors [closed]

Action game level design is hard. If you want to hone your skills at designing action game levels, the problem is that first of all you have to make a good game, with good controls, interesting ...
-1
votes
1answer
221 views

Java moving image to where it is facing

I am trying to make an Asteroids type game. I searched and tried everything to move an image along its angle (as radiant). Using my knowledge of trigonometry I made the following calculation: x += ...
3
votes
1answer
295 views

How to implement throw curve with virtual height in a 2D side-view game

I am working on a 2d side-view soccer game that looks like this image: But now I stuck on how to implement parabola pass ball. I have found many questions corresponding to my problem: Calculating ...
3
votes
1answer
213 views

what's the best way of panning in a 2D scene

Up to know I have used this functions to create a 2D scene (for showing images) and to pan on it ( in fact it's a customization of the class COpenGLControl here in codeguru) : void ...
-1
votes
1answer
162 views

2D engine that uses Flash Platform classes? [closed]

I want to develop a 2D game for Android, but, I want to use Flash Platform's framework APIs, ex: Sprite, Shape, Graphics, Bitmap .. etc as I have already wrote my game in AS3 .. Is there a 2D engine ...
3
votes
1answer
392 views

Java: AI to make a mob face the player working half-way correctly

While creating some basic AI for my "ghost" mob that is just up for testing at the moment, I thought of allowing it to face the player, depending on the player location. I get it to work correctly, ...
1
vote
1answer
99 views

How to render models using a personalized projection matrix?

I'm creating a game with a great sprite demand. Out team is considering automatizing the sprite generation using 3D models. The problem is we have a very particular ortographic projection: We have ...
2
votes
1answer
278 views

How can I clean up and smooth out procedurally generated terrain?

I am experimenting with procedural content generation, and starting with generating terrain from fractional brownian noise. The terrain produced looks fairly realistic, but has many artifacts and ...
2
votes
2answers
291 views

Split up a screen into regions

My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have ...
2
votes
1answer
343 views

One to one aiming in 2D platformer

Hello all I have been having an issue with a 2D platformer I'm working on in Unity. It has an aiming style similar to Shadow Complex where the aiming will rotate around the character in direction to ...
2
votes
0answers
137 views

cross resolution level design advice [closed]

I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very ...
0
votes
1answer
212 views

Map handling - Indoors/Outdoors and loading large maps

I have two questions regarding the handling of maps. Question 1. My map will consist of outdoor enviroments as well as dungeons, houses etc. How would I go on about connecting the outdoors with the ...
1
vote
1answer
158 views

How could I figure out the shortest way to turn, and whats the angle? [duplicate]

I'm creating some robots for my tank game. I want them to find each other and shoot each other down, so I'm trying to implement a way for them to turn towards each other, and turn the shortest way. ...
3
votes
1answer
205 views

How do you construct a node map for pathfinding in a non-tiled 2D environment? [duplicate]

A* and Dijkstra's pathfinding algorithms work by navigating a node map. In a tile-based 2D environment, these nodes could easily be inferred to be the literal x,y positions of the map. For example, ...
2
votes
1answer
285 views

Rotate 2D Isometric World

Games like RollerCoaster Tycoon allow you to rotate the view at 90 degree intervals. I'm wondering how I could apply this to a game I'm making. I'm using MonoGame... but I'm wondering more if anyone ...
1
vote
3answers
516 views

How to deal with characters picking up and dropping objects in a 2D game [duplicate]

I'm quite new to game development, so would like to get a consensus on methods of doing this. My game features a 2D character that is able to pick up and drop objects, for example, a stick. My ...
7
votes
1answer
220 views

How do I get the areas enclosed by an arbitrary 2D shape?

In my game I want users to be able to draw arbitrary 2D shapes of any length around game objects. The shapes must be closed and drawn with a single stroke that does not overlap. For example: I ...
1
vote
2answers
189 views

Map logical coordinates to graphical for walking

I'm having a problem with mapping logical coordinates to graphical ones when my character is walking. I've been able to map them without the graphical walking in between, i.e it just "jumps" from one ...
0
votes
0answers
212 views

Android SurfaceView framerate issue

I am using SurfaceView to draw a lot of Bitmaps onto canvas. This causes really variable frame rates depending on how many objects are present. My code below: public class OriginalView extends ...
1
vote
0answers
114 views

Good Resolution for 2D Games [closed]

I am trying to figure out what is a good resolution for my 2D platform game. My images are 16x16 and my frame is 640x480 but I will allow it to be fullscreen also. I need a compatible resolution for ...
1
vote
2answers
191 views

Bullet entry Point around Player Object

I have a player rotating by the mouse and want the bullets line up with the player's gun. Right now they simply come from the point of the player and shoot in the direction of mouse. I just need the ...
0
votes
1answer
239 views

C# XNA4 2D Collision Detection

I am working on a 2D engine in Xna and am running in a bit of trouble with Collision implementation. What I want to do is have an interface ICollidable that I can add to GameObjects that are ...
2
votes
2answers
248 views

Large resolution differences

I want to develop a game on multiple devices such as PC, Android or IOS. Want it to be in 1080p, but that means a massive scale down for the smartphones. I know how to do that, just render everything ...
5
votes
2answers
1k views

How to draw texture to screen in Unity?

I'm looking for a way to draw textures to screen in Unity in a similar fashion to XNA's SpriteBatch.Draw method. Ideally, I'd like to write a few helper methods to make all my XNA code work in Unity. ...
0
votes
1answer
227 views

How to simulate the movement of a ball in 2D due to force, gravity, and friction with surface?

I have a ball which I kick with some force. It has a starting x,y position, sat (2,3) and an intended target x,y say (7,8) position. That means I have to translate by (7-2, 8-3) i.e. 5 x units and ...
2
votes
3answers
449 views

How do I represent walls in a 2D tile based map?

I'm trying to create a simple 3D(2D) Dungeon Crawler but I am going to be using simple flat images to show the user they are in a "3D" world. Now what I mean is something like Sword and Serpents on ...
1
vote
2answers
194 views

What am I missing? (Converting 2D mouse coords to 3D space)

I'm making a networked game which has a birds-eye view and I'm trying to convert the 2D mouse coordinates into 3D space. Right now I have a perfectly flat grid and it intends to remain perfectly flat, ...
1
vote
2answers
605 views

2D Island generator algorithm - chances of tile becoming land

I am developing my first island generator (in c#). I am using this algorithm as my basic idea : http://www.funstormgames.com/blog/2012/09/procedural-island-generation-for-ludum-dare-24/ Basically ...
3
votes
3answers
2k views

what is more expensive 2D sprites or 3D models?

Me and my friends are programmers.We decided to try ourselves in game design. As we don't want to find ourselves in debts, we decided to avoid investors. We want to develop and publish a couple of ...
5
votes
1answer
404 views

2D Rope with verlet and Semi-implicit Euler integration

I'm trying to create 2D rope. Chain based solution is not working pretty well, so I'm looking for new approach. Every good looking rope implementation is based on verlet integration, but this method ...
0
votes
2answers
440 views

How to manage maps in 2D MMO?

I'm curious about how I should be drawing my game world. I'm going to have a map, let's say 1000 by 1000 tiles in size, with many players on it. Each player will be at a position in a map, and when ...
0
votes
1answer
110 views

simple collision detection 2d match 3 gem over gem

im building simple match 3 game . now i have the parts where i move the gems with the mouse only in the straight X or straight Y up and down and both sides , no 45 degrees movements on grid . now im ...
0
votes
0answers
274 views

Rendering an Isometric Tile-based Map

I'm coding an isometric game in c++ with SDL. My question is this: At the moment, every cycle the game redraws the entire map layer by layer, inserting actors and cursors and so on at the appropriate ...
1
vote
2answers
428 views

How would I detect if two 2D arrays of any shape collided?

Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each ...
2
votes
1answer
70 views

Display CCSprites with a delay

I am a beginner in cocos2d and I wanted to display coin CCSprites as soon as it moves off the screen with a 5 second delay. So this is what I wrote in my main gameplay layer to add 7 coins in a row: ...
6
votes
1answer
526 views

How to create a character animation where the parts of the sprite change?

Let's say I'm creating a game (in Java or C++). In this game I have a character that can do a sword swing animation, but the character can equip different swords. Do I have to make an animation for ...
3
votes
0answers
171 views

Display and Hide CCSprite with Genie effect

I am new at cocos2D. I started to learn cocos2D with simple game from http://www.raywenderlich.com/tutorials#cocos2d tutorial. Now I'm crazy with animation, so now i want to display CCSprite as OSX ...
3
votes
2answers
267 views

Is there a significant importance in what axis I chose in my top down 2.5D game?

I have read several posts stating what seems like a "standard" in how to chose your 2d axises in a 3d engine. It is often Y up on screen and X right on screen. However, in these examples I often see ...