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I wanna make a fighting game! – part IV: Hitboxes and hurtboxes
1 week ago

I wanna make a fighting game! – part IV: Hitboxes and hurtboxes

One core concept in fighting games is that characters can hit or be hit only with/at certain parts of their bodies, which can vary depending on the move performed, the character state, whether the character is moving or not, and several different factors. Let’s see how that works.
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I wanna make a fighting game! – part III: The character as a state machine
2 months ago

I wanna make a fighting game! – part III: The character as a state machine

This article is a small system-agnostic, technical introduction about building the character as a state machine.
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ASCDUNGEON: a postmortem
7 months ago

ASCDUNGEON: a postmortem

So, I wrote this article/postmortem about the creative process and the cool and not-so-cool stuff I got involved with on my project. For all the time I’ve spent on coding, designing levels, making ANSI and other small development details for ASCDungeon, I managed to crawl all the way back up with some good experiences.
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Becoming a Programmer: The Tools that Shape Our Game Making skills
8 months ago

Becoming a Programmer: The Tools that Shape Our Game Making skills

By  •  Becoming a #Gamedev

They say a tool is only as good as its wielder. This is mostly true regarding any art form or other creative profession in a sense, but I think it dismisses a key element: the tool itself. Let’s see how that applies to game development.
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INFINITE SCENE IN A SPACE COMBAT SIMULATOR
10 months ago

INFINITE SCENE IN A SPACE COMBAT SIMULATOR

One of the problems in this kind of games’ development, where you have big explorable maps, is the limitation of these coordinates and therefore the resulting approximation when you go beyond these limit values (high or low).This numbers’limit is an obstacle in every programming language and in every engine.
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Backward Compatibility in Game Production: A Small Studio View
11 months ago

Backward Compatibility in Game Production: A Small Studio View

All the talk about old systems got me thinking about backward compatibility. How do we as developers handle the issue of backward compatibility? What are the factors that go into making the decisions that so many players both praise and lament, and ultimately lead to such statements as, ‘that game is too new for my hardware’, or ‘now I can (or, now I need to) upgrade my machine’?
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Here’s a commented list of our most popular posts of 2016
11 months ago

Here’s a commented list of our most popular posts of 2016

By  •  What's up!

In our debut year, our contributors explored a bunch of topics on game development, game marketing, game art, programming, etc. So here’s a list of the most popular posts based on what our audience thought was worth their click.
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BEST Free and Open Source Software for Game Developers
1 year ago

BEST Free and Open Source Software for Game Developers

Game development can be very expensive and time-consuming, so it is encouraging to know you can find tools that offer professional grade functionality, ease of use, and won’t destroy your budget…
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