Standard Gameplay and IAP Metrics for Mobile Games
Over the next few weeks I am publishing some example analytics for optimising gameplay and customer conversion. I will be using a real world example game, "Ancient Blocks", which is actually available...
View ArticleProcedural Generation of Puzzle Game Levels
If you ever wanted to create a puzzle game you probably found that implementation and coding of game rules is relatively easy, while creating the levels is a hard and long-lasting job. Even worse,...
View ArticleHow to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5
This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a video game. To give this tutorial some context, we’re...
View ArticleDijkstra's Algorithm - Shortest Path
Note - This is not my area of expertise but I am very much interested in it and I welcome any correctionsOutlineThis post will cover the basics of Dijksta's shortest path algorithm and how it can apply...
View ArticleUltimate Input Manager for Unity
Unity Input Manager pain has lasted for years. On the Unity feedback site you can find requests for InputManager programmatic access dating from 2009.Futile!Problems:1) Ingame input controller...
View ArticleMaking a Game with Blend4Web Part 6: Animation and FX
This time we'll speak about the main stages of character modeling and animation, and also will create the effect of the deadly falling rocks. Character model and textures The character data was placed...
View ArticleIntercepting a Moving Target in 2D
You often have to have an entity controlled by an AI "shoot" at something in a 2D game. By "shoot" here, I mean launch something towards another moving something in the hopes that it will intercept it....
View ArticleMaking Missiles Hit Targets
This article discusses an approach to making physics bodies rotate smoothly, whether they are stationary or actively moving. I used cocos2d-x and Box2D, but the basic approach will work for any physics...
View ArticleAvoiding Obstacles in Dyanamic Environments
The GoalGiven a dynamic moving field of objects, leverage the existing capabilities of the physics engine to allow an entity to navigate from any position to any other position while appearing to...
View ArticleWhy Do Mobile Games Often Fail at International Expansion?
According to WSJ, the global mobile game market is expected to increase eightfold from $3.77 billion in 2010 to $29.6 billion in 2017. And among all the countries, the Asia Pacific region, with China...
View ArticleIntercepting a Moving Target in 2D for a Rotating Shooter
In a previous article, the problem of hitting a target with a fixed velocity was discussed and a solution described. In that case, the shooter had the ability to launch the projectile immediately at...
View ArticleWhat's In Your Toolbox?
Big things are made of little things. Making things at all takes tools. We all know it is not the chisel that creates the sculpture, but the hand that guides it. Still, having a pointy chisel is...
View ArticleStandard Gameplay and IAP Metrics for Mobile Games (Part 2)
This article continues on from my previous article (Part 1). In this article we will be looking at using analytics to measure and improve gameplay for our example game "Ancient Blocks". As before, the...
View ArticleA Room With A View
A Viewport allows for a much larger and richer 2-D universe in your game. It allows you to zoom in, pan across, and scale the objects in your world based on what the user wants to see (or what you want...
View ArticleMaking a Game with Blend4Web Part 4: Mobile Devices
This is the fourth part of the Blend4Web gamedev tutorial. Today we'll add mobile devices support and program the touch controls. Before reading this article, please look at the first part of this...
View ArticleImplementing a Meta System in C++
Hi everybody!I am relatively new to game development, however I would like to share my experience in developing a meta system for C++. I faced the problem of embedding a scripting language when I was...
View ArticleOpenGL Batch Rendering
Over the last 10+ years I have created many different game engines to suit my needs. In this article I describe the batch rendering technique that I use in the OpenGL Shader Engine that I am building...
View ArticleBanshee Engine Architecture - Introduction
This article is imagined as part of a larger series that will explain the architecture and implementation details of Banshee game development toolkit. In this introductory article a very general...
View ArticleCapsule Inertia Tensor
Although there are robust algorithms that calculate body mass, center of mass and inertia tensor based on input triangle mesh, there are several reasons why alternatives should be used when possible....
View ArticleGeneralized Platformer AI Pathfinding
PreambleIf you're writing a "jump and run" style platformer game, you're probably thinking about adding some AI. This might constitute bad guys, good guys, something the player has to chase after...
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