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40+ Fantastic Game Development Tutorials From Across the Web

40+ Fantastic Game Development Tutorials From Across the Web
The indie gamedev community is awesome: so willing to share tips, tricks, advice, and even detailed tutorials explaining important concepts. Here, I've rounded up a few dozen of my favourite examples from around the internet, covering coding, maths, game design, and being a game developer. This is the quality of content that we aspire to achieve at Gamedevtuts+. This AI tutorial takes an interesting approach to pathfinding. In the image above, suppose that the green dot is a computer-controlled character, the white E is its target destination, and the brown blocks are impassable mountains. The basic technique is to make the target generate a positive field and the mountains generate negative fields - as if they were positive and negative electric charges. The tutorial dives in to much more detail, showing how to deal with enemy units, local minima, and other situations. A demo of the final result. Video demo of the final effect. This is one of my favourite tutorials of all time.

http://gamedevelopment.tutsplus.com/articles/40-fantastic-game-development-tutorials-from-across-the-web--gamedev-3384

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Unity3d Sponsored High Speed Downloads Scripting in Unity3D (vers. 3.4) - College of Liberal Arts ... Winkler, Scripting in Unity3D workshop, p. 4 ! var target : Collider; This script is doing the following: it checks if the position of the first person controller Building a Peer-to-Peer Multiplayer Networked Game Playing a multiplayer game is always fun. Instead of beating AI-controlled opponents, the player must face strategies created by another human being. This tutorial presents the implementation of a multiplayer game played over the network using a non-authoritative peer-to-peer (P2P) approach. 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.

The Indies' Guide to Game Making This article originally appeared in issue 246 of PC Gamer UK. You might have heard that “It's never been easier to make a game.” And it's true. But how do you actually make one? 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. 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

manual:tutorial_detect_tap [FingerGestures Documentation] In this first tutorial, we will introduce several general FingerGestures concepts though an example showing how to detect tap gestures (a quick press → hold → release finger sequence). First, we'll learn how to use the TapRecognizer component to detect a simple single-finger tap gesture anywhere on the screen. Then, we'll get a bit more fancy and see how to detect a tap on a specific object in the scene. Finally, we will tweak the gesture settings to detect a three-fingers double-tap! Initial Setup Step 1 Quick Tip: Use Quadtrees to Detect Likely Collisions in 2D Space Many games require the use of collision detection algorithms to determine when two objects have collided, but these algorithms are often expensive operations and can greatly slow down a game. In this article we'll learn about quadtrees, and how we can use them to speed up collision detection by skipping pairs of objects that are too far apart to collide. Note: Although this tutorial is written using Java, you should be able to use the same techniques and concepts in almost any game development environment. Collision detection is an essential part of most video games. Both in 2D and 3D games, detecting when two objects have collided is important as poor collision detection can lead to some very interesting results: However, collision detection is also a very expensive operation.

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. 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). Animating With Asset Sheets: An Alternative to Blitting So you've got your awesome game in the works, it's got all sorts of complex physics, epic enemy AI or what-have-you. But it feels lifeless. You want some OOMPH, you want some animation!

Stopping a rigidbody on collision - Transforming objects 'on top' of other objects - how to handle this I have a simple physics game working whereby spheres fly around and may collide with a larger sphere (set as a trigger) - the trigger script being... function OnTriggerEnter (other : Collider) { other.rigidbody.velocity = Vector3.zero; other.transform.position = Vector3(0,1.5,0);} So balls are fired/moved around but when they hit the collider, they are 'stopped' (velocity zero) and moved to the centre of the area. This sort-of works - they move to the correct spot BUT they sometimes seem to retain some inertia/velocity because they fly upwards (Y axis) with considerable force!! Either I'm not resetting something OR I'm sending 2 spheres to the same spot and they're 'bouncing off' each other.

An Introduction to Creating a Tile Map Engine In this tutorial, I'll help you to create levels for any game genre and make designing levels much easier. You're going to learn how to create your first tile map engine for use in any of your future projects. I'll use Haxe with OpenFL, but you should be able to follow along in any language. Here's what we'll cover: What is a tile-based game?Finding or making your own tiles.Writing the code to display tiles on screen.Editing tile layouts for different levels.

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