Videogame Biscuit

All about amateur game development

Entries for December, 2007

Wasabi Defense update 29-12

Here’s another update! I’ve created a rocket pod that fires small missiles. Unlike the plasma cannon, this doesn’t reload, so if you’re out of rockets you’re out of rockets. The advantage of this is that they have a proximity fuse, so a near miss will still be a hit. How I did this? Very simple: […]

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New status display

I’ve mentioned my problems with adapting the status display I built using Torque’s GUI builder to the display resolution before. I fixed the problem by abandoning the GUI builder and going for a sprite-based display. I created a new display background and numbers that look like those 7-segment LED displays. This display automatically adjusts to […]

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Explosion with sparks

A while ago, I wrote a tutorial on how to create an explosion. Now, we’re gonna add a nice shower of sparks to the fireball. The starting point is the basic explosion from the previous tutorial, wich had one particle emitter for the fireball. Now, we’re gonna add a second emitter for the sparks. Here […]

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Wasabi Defense update 12-08

Whew, I finally fixed the attack wave code! A few days ago I realized it had become a bunch of spaghetti code and a bug explosion waiting to happen. So I decided to just dump the code I had and start over again. First I took out my notebook (a paper notebook, not a laptop) […]

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Game engines for indie developers

Since most independent or hobby game developers can’t afford hi-tech engines like the Unreal engine, and writing one yourself - even a simple one - is a complicated and time consuming process, Nuclex has made a list of seven engines you should know. Here’s the short version:

C4 Engine
Ogre 3D
Irrlicht
Torque
Crystal Space
NeoEngine
Unity 3D

The author of the article […]

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