Good articles found on the web.
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It’s hard to find general beginner’s game programming tips and articles that aren’t for experts or specific to unity or whatever. I know of a couple though, and will post them here, and will add more if I find any. I encourage others to do the same, along with a short description. Makes them easy to find later on!
‘Sin and cos, the programmer’s pals’ - It’s about the maths functions Sin(), Cos(), and atan() - used for rotating things and calculating angles between things using an (x,y) coordinate system. Good for twin stick shooters, racing games, rotating sprites, making wibbly sine waves, making circles, etc. Although it’s aimed at people using Allegro (a game programming library for C++), the examples are readable enough, and at least the first part of the article is required reading for anyone getting into this stuff, imho. https://www.helixsoft.nl/articles/circle/sincos.htm)
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Here’s ‘the guide to implementing 2d platformers’ - it’s kindof a breakdown of various types of 2d platformers, along with thoughts and observations (and a bit of maths) about how to do various things like jumping, slopes, platforms that you can jump up through, and a few more things. It doesn’t go into deep detail about any particular thing, but is definitely worth a read, and isn’t specific to any one language. http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
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This is the book for the code-it-yourself game my RPG was based on. It's written for BASIC but it helped with explaining certain concepts. The main thing for me was that it really helped me understand how to code a randomly-generated map. Just scroll down to the second half, as the first just talks about the genre.
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Might as well do some self promo in this regard. I have a community resource for anyone interested in making shmups, and it's almost entirely design focused, which means it'll translate to FUZE easily. Theres more coming soon too, so this should prove to be a helpful resource over time:
https://retrocademedia.itch.io/game-developers-guide-to-shmups
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Here’s an introduction to vector maths for games. Vectors are the {x,y,z} things for storing positions and speeds and stuff. Lots of useful stuff in here https://www.gamedev.net/tutorials/programming/math-and-physics/practical-use-of-vector-math-in-games-r2968/
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Here is a nice simple 3rd person camera for 3d stuff. Again, it’s not Fuze specific, but it’s easy enough to use. I just basically copypasted (with very slight changes) the ’move character relative to camera position’ bit for my project, and it worked!
https://www.braynzarsoft.net/viewtutorial/q16390-32-simple-3rd-person-camera
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Here’s a fun one if anyone wants to give it a try - how to make shadows and line-of-sight in 2D :)
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That’s a great article! I was actually toying with doing something similar for the game jam, but I wasn’t sure I could finish it in time.
I will definitely try this out in a future game!
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@toxibunny said in Good articles found on the web.:
Here’s a fun one if anyone wants to give it a try - how to make shadows and line-of-sight in 2D :)
Love that effect but I scrolled down to the first maths bit and nope.. I'll pass!
hopefully some people will make some fuze games using it. -
Ever wanted to make an old-school racer like Hang-On or Outrun? Well, you’ll get a good start here: http://www.extentofthejam.com/pseudo/
EDIT: here it is explained more fully and with more diagrams. If you were put off by the maths in the first one, have a look at this: https://codeincomplete.com/articles/javascript-racer-v1-straight/
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@toxibunny thanks for this i did try a while ago maybe another bash at it in the near future
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Another great find, @toxibunny ! After reading the articles, I feel the urge to make an Outrun game!
Maybe one day...
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@waldron very inspiring - like it
21:33 "dream no small dreams" "go big or go home" -> additional interpretation: its ok to start many WIPs just because it could be cool ;-)
29:02 "a game has a finite amount of resources" -> oh yeah, free-time, length of the night, he suggest to watch the scope and use "modular" principle: re-use wherever possible -
@spikey said in Good articles found on the web.:
@waldron very inspiring - like it
21:33 "dream no small dreams" "go big or go home" -> additional interpretation: its ok to start many WIPs just because it could be cool ;-)That sounds like an invitation for me to start yet another WIP. I haven't even posted here about my BurgerFuzion WIP :)
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I don't know if this is super useful but it can help if u run out of ideas for ur games
1: https://www.gamedesigning.org/gaming/game-ideas/
And
2: https://orteil.dashnet.org/gamegenIm not sure that the 2nd works to every1
I hope this helps :)