In part one of this article series, we created our database and used it to display the values of each variable on the GUI. We only covered how to add basic data types as well as enums and other objects. This time, we will do some modifications to the original database.[Read More]
Due to the overwhelming response from the hitbox and hurtbox tutorial I posted, and due to a lot of questions from you folks about how to do this particular thing, I’m going to show you how to set up a basic combo system.[Read More]
This is a guest post by Ling Shi, principal software development lead at Hulu, originally published on the Hulu Tech Blog.[Read More]
It's easy to create basic game art. The next step is to add proper lighting, textures, and details. Whether you want to draw rocks, some foliage, or a giant robot, there’s a trick for every effect. Let's dive right in and have a look at different shapes, colors, textures, and other details![Read More]
Object introspection (also called metadata or reflection) is a cool feature that gives users information about their objects and data types at run time. This means you can use information about an object in your favor to perform cool tricks.
Today, I would like to go over how to create effects in your games. We will be creating an effect object, controlling its behavior with a state machine, and using scripts to streamline the creation of these objects in game.
Each new game release features even more realistic graphics and incredible detail, but there’s also a resurgence of low-poly art and flat design. What are the advantages and disadvantages of using this style? Let’s dive right in!