Tag Info

Hot answers tagged

3

You could reduce the damage for each piece individually. That way you never reach 0 unless a piece reduces it by 100%. You can get very low though. You could also make the different pieces never total 100%. Helmet max 15% torso max 20% arms max 10% legs max 10% Max damage resistance would be 55% like that. You could also go with a much more refined ...


2

Vector mathematics! Assuming you're using Unity, you could use the inbuilt functions of Vector2: transform.position = Vector3.MoveTowards(transform.position, target, speed); Otherwise, here's how it's done - first, calculate the direction from point A to point B: public static float Length(float x, float y) { return Math.Sqrt(x * x + y * y); } ...


2

Why would you make the game free on android and let PC users pay $10 + $1/month? The big trend for most indies is building a fanbase as soon you have something to show from your game. Blogging about everything that involves your game and perhaps let your fans influence your design. You can find a lot of sources at open indie developers like Grid Sage ...


2

A printer service probably don't want to print such cards. I am not a lawyer, but the way it has been explained to me is that from a legal perspective, they print the cards and sell them to you. If you have them print cards of your design you basically license them to print that design on a set of cards. The printer could be in legal trouble if they print ...


2

Something as simple as this would give you the rough time the player will have to react if you were to spawn an enemy right now. minReactionTime = 0.5; //Give the player half a second to react closingSpeed = enemySpeed + playerSpeed; if ( (enemySpawn - playerPosition) / closingSpeed >= minReactionTime ) { spawnEnemy(); }


1

Most games are interesting if you can play them with friends. Start simple, go complex. You can make the simplest possible game, and test if your friends like it. I bet they will give you more suggestions. KISS principle: keep is simple, stupid (check TeeWorlds for an example). It is much harder to make simple (to play) games, rather than complex and ...


1

The point is - what are you really want form your state manager. In my case i created SceneManager that has method addScene(name, state, options) { this.game.state.add(name, state); this.scenes.add(name, options); } And it can decided based on options what kind of scene should be loaded. So in initial phase a do fill it with states like this: ...


1

You could do this by teleporting the player around - in the case of a staircase, after reaching a certain point just reposition the player several steps back. Of course, the environment would have to be crafted in a way so that the player doesn't notice it (that is, when he looks around in both locations (place where the teleport is and the place he gets ...


1

I'm not sure if this question is appropriate for this site, but I'll give you my take. First, kudos on making your game! I am all for doing stuff yourself if you can't find anybody else to do it. You are certainly going for the pixel art retro look, and that is pretty cool. Make your game in the way you like it the most, and take people's advice just as ...


1

What's the context? For UI, it's very sensible to poll per-frame, especially for cases where the UI and the game simulation have no good reason to be tied together, e.g. highlights when you mouse over a selectable object. For control of a character or the like inside the game simulation, this advice can be flipped. Consider batching up all inputs for ...


1

This is very subjective. Digital Tutors is very good tutorial site offering top quality tutorial. It can teach you how to use a tool and goes on showing how they use it. But in the end it is not the tool that creates the art, it is you using the tool and be creative with it. That is something nobody can teach you. Digital tutors does have tutors and ...


1

Don't have the damage reduction be additive, have it multiplicative. Damage = Damage * (1.0 - helmetReduction) * (1.0 - gloveReduction) * (1.0 - trousersReduction) * (1.0 - upperArmorReduction) Each layer of armor reduces not the complete damage, but the damage remaining from the previous layer. As long as no single ...


1

Think ease of use. You always have to start with what you want to achieve first. And it can all be made simple - I want the weakest unit to kill the weakest player with 20 hits. I want the strongest unit to kill the strongest player with 10 hits. The rest is just curving the increments between them. You can build any game on these two considerations ...


1

You'll need to create some way to control the damage passing through. For example: light armor has a maximum reduction of 75%, medium 85% and heavy 95%. If the total reduction combined is above the number, use that value instead. You could also create a weighed reduction: say the player wears one heavy, two medium and one light piece of armor: ...


1

You will need to take a look at isometric rendering principles. Read more about isometric projection for more details on wiki Since you are in the 2d space you will need to specify the order of drawing. By drawing things all on the same "layer" you will run into tiles rendering "strangely". By applying proper layering you can draw the farthest away ...


1

Having a single currency is not simple at all for monetization. This is because you would have to implement many efficient money sinks in the game to stop players from grinding their way to unlocking all content/items. Without good sinks, there is no incentive to buy IAPs. I suppose in terms of coding it might be slightly more complicated, but with a ...



Only top voted, non community-wiki answers of a minimum length are eligible