gamedev

Compatibility Testing for PC Games: A Full Guide

Compatibility Testing for PC Games: A Full Guide

What is Compatibility Testing of PC Games? Compatibility testing, at its core, is a type of non-functional testing conducted to ensure that your apps or games are capable of running on different environments. This includes but is not limited to different hardware configurations & operating systems, different types of screen monitors, as well as various software applications, different network environments, different terminals, different languages, and so on. When it comes to the compatibility testing of PC games, its scope usually narrows down to the following 3 types: Hardware Compatibility: This involves testing the game on different hardware configurations. It includes…
Read More
[Game of Purpose] Day 73 – Improving animations with Blend Spaces

[Game of Purpose] Day 73 – Improving animations with Blend Spaces

Today I improved walking animations when hittin legs. My Animation state machine became cleaner than yesterday, because I used Animation Blend Space for animation between running<->walking<->limping right/left. It takes 2 params, SpeedPercent between 0 and 1, where: 0: standing still 1: running at full speed It also takes LegInjury between -1 and 1, where: -1: left leg fully injured 0: no leg injuries 1: right leg fully injured A problem I can see right now is that when falling down players capsule is still standing still. Don't know how to make it fall with a skeleton, yet. Source link lol
Read More
[Game of Purpose] Day 68

[Game of Purpose] Day 68

Today I imported all the animations (dying, damaging, limping, etc.) to the project. Its ~40 of them and I want to make a simple demo map, where I display them all in a grid. It is not that simple. I tried to do that similarly to how Lyria project did: https://blueprintue.com/blueprint/g6invk5y/. First I tried that in Cpp, but failed miserably and thought maybe in Blueprint will be easier. But I can't figure out how to create a Static Mesh Actor from an Animation Squence. Tomorrow I will try to make a Blueprint and pass an animation sequence as a variable.…
Read More
My 11 yr journey as a [solo] developer (I am 26 yr old now)

My 11 yr journey as a [solo] developer (I am 26 yr old now)

I am a 26-year-old developer from Vadodara, Gujarat. What do I develop? Websites, and apps before - now I make games and earn a good living ($5,000 - $9,000/month) I have developed since I was 15 (out of passion and curiosity). I started making simple websites using PHP, JS, and MySQL (+HTML/CSS). I used to finish projects for 12th grade students and get some small fees in return. In 2014, I was 16 and switched to Android Apps. I made utility apps - music players, photography, launchers etc. Made around $1000! I joined a design university in Pune which included…
Read More
Space Defender – part 4 – Adding a HUD

Space Defender – part 4 – Adding a HUD

In the previous part we created the enemies and shot them down. In this part we'll add a HUD (Heads Up Display) to show the player's lives, level, and score. Adding a HUD We're going to add a HUD to the game. This will show the player's lives, level, and score. We'll use a simple HTML structure for this, and some CSS to make it look nice.In bigger games the HUD is usually part of the game canvas, but for this tutorial we'll keep it separate to keep things simple. In part 1 we already added all the HTML and…
Read More
Ten Drops: A Python Pygame-CE Game Inspired by Splash Back

Ten Drops: A Python Pygame-CE Game Inspired by Splash Back

I would like to introduce my pygame project, Ten Drops - a fun and addictive water droplet game built using Pygame-CE. This game is a loving tribute to the classic Flash game "Splash Back," reimagined for modern platforms. What is Ten Drops? Ten Drops is a simple yet engaging game where players click on water droplets to make them explode, with the goal of clearing the screen. It's a perfect blend of strategy and quick reflexes that will keep you entertained for hours. Key Features Simple, intuitive gameplay Colorful water droplet graphics Inspired by the beloved Flash game "Splash Back"…
Read More
Creando un Tetris con JavaScript IV: canvas

Creando un Tetris con JavaScript IV: canvas

Introducción En esta nueva entrega de la serie, veremos cómo mostrar el tablero y la pieza que está bajando en ese momento en pantalla. Para ello, tendremos que dibujarlo en el navegador, y la opción que tenemos para hacerlo es el elemento Canvas de HTML. class Canvas { static SEPARATION = 2; #_painting = false; #_element = null; #_board = null; #_piece = null; constructor(element, board) { element.width = 5 + ( board.cols * Board.PIXEL_SIZE ); element.height = 5 + ( board.rows * Board.PIXEL_SIZE ); this._board = board; this._element = element; } // más cosas... } Enter fullscreen mode Exit…
Read More
[Game of Purpose] Day 52

[Game of Purpose] Day 52

Today I was working on making Manny go along the spline. And it is functioning somewhat properly. I am really considering moving some functions to C++. The reason is that the onse using multiple variables are really hard to read and write. For example the one, which moves Manny along the spline is a huge spaghetti. Notice 2 guarding ifs then execution and invoking event again. 15 lines in C++, easy stuff. However, in Blueprints it's REALLY hard to know what is going on without any comments. Source link lol
Read More
No widgets found. Go to Widget page and add the widget in Offcanvas Sidebar Widget Area.