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3DBuzz. A Layman’s Guide to Projection in Videogames « Significant Bits. Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric.

A Layman’s Guide to Projection in Videogames « Significant Bits

That’s rarely the accurate term, though, and it’s not just pointless semantics. Although Echochrome uses a single projection type, its gameplay is based on constantly rotating and morphing its 3D structures. With each new view, the physical architecture of the level changes to reflect what the player sees on the screen. Projection basically means taking a three dimensional object and displaying it on a 2D plane (i.e., a screen). TexturePacker. Understanding Steering Behaviors: Pursuit and Evade - Tuts+ So far we have looked at the seek, flee, arrival and wander steering behaviors.

Understanding Steering Behaviors: Pursuit and Evade - Tuts+

In this tutorial, I'll cover the pursuit and the evade behaviors, which make your characters follow or avoid the target. Note: Although this tutorial is written using AS3 and Flash, you should be able to use the same techniques and concepts in almost any game development environment. Quick Tip: Cheap 'n' Easy Isometric Levels - Tuts+ If you're hacking a game together for a jam or #1GAM, you're probably not too concerned about doing it "the right way".

Quick Tip: Cheap 'n' Easy Isometric Levels - Tuts+

In this article, I'll share some tips for drawing and coding pseudo-isometric levels quickly and easily. The guide to implementing 2D platformers. Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details.

The guide to implementing 2D platformers

The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. It’s possible that they are not ACTUALLY implemented in this way, and merely behave in an equivalent way. Also note that tile sizes are for the game logic, graphical tiles might be of a different size. I can think of four major ways in which a platform game can be implemented.

Type #1: Tile-based (pure) Character movement is limited to tiles, so you can never stand halfway between two tiles. Math for Game Developers Video Series. I've launched a new Youtube series, Math for Game Developers.

Math for Game Developers Video Series

Each week I'll be showing how to solve a new problem in game development using math, and I'll be building up a math toolkit that you can use to solve any game dev problem. The Guide to Implementing 2D Platformers - Game Programming. This article was written by Rodrigo Monteiro and originally published on his own blog at Higher-Order Fun and reprinted on our site (thanks to Rodrigo) in order to provide everyone with this great resource.

The Guide to Implementing 2D Platformers - Game Programming

A* Pathfinding for Beginners. By Patrick Lester (Updated July 18, 2005) This article has been translated into Albanian, Chinese, Finnish, German, Greek, Korean, Polish, Portuguese, Romanian, Russian, Serbian, and Spanish.

A* Pathfinding for Beginners

Other translations are welcome. See email address at the bottom of this article. The A* (pronounced A-star) algorithm can be complicated for beginners. While there are many articles on the web that explain A*, most are written for people who understand the basics already. This article does not try to be the definitive work on the subject.

Finally, this article is not program-specific. But we are getting ahead of ourselves. Introduction: The Search Area. N Tutorial B - Broad-Phase Collision. SECTION 3: Object Grid The grid structure described above can also double as a spatial database used to manage dynamic objects.

N Tutorial B - Broad-Phase Collision

Just as each cell contains information about the tile located in that cell, it can also contain information about each dynamic object currently located in the cell. Each cell contains a list of dynamic objects; as an object moves through the grid, we insert/remove it from each cell's list as appropriate. Animating With Asset Sheets: An Alternative to Blitting. Designing a Boss Fight: Lessons Learned From Modern Games. Boss battles have existed since practically the beginning of gaming and they have all followed a similar idea throughout the years: a big baddie that gets in the way of some major objective.

Designing a Boss Fight: Lessons Learned From Modern Games

In many cases they have had an overbearing role during the game's story, with ongoing hints of their existence or of the approaching fight with them. But there's more to boss fights than this. They serve as a way to change up the pace of the gameplay and often offer a break from any repetitive game mechanics throughout a game. They also help push forward the storyline in most modern games as well - but more often than not, they serve as a way to change what the player is doing. Music and Sound Design Music and sound during a boss fight play a huge role in determining whether the boss will get your players' adrenaline pumping. This may all seem obvious, but games still often get it wrong.

The Side Boss. 40+ Fantastic Game Development Tutorials From Across the Web.