[Пятничное]ASCII graffiti on retro monitors and other surfaces

 
3r3-31. If a person who likes pixel art is old, then a person who understands ASCII aesthetics is a superstar! Of course, this is a joke, and the age is most likely irrelevant. My son, for example, likes to play ASCII games that I make. At least he says so.
 
 
However, in order to perceive some things, such as the composition of the three canvases in the picture below, you need to have experience interacting with a certain software and hardware.
 
 
 [Пятничное]ASCII graffiti on retro monitors and other surfaces
 
 
Under the cut you will see many ASCII tracks on monitors of ancient computers and terminals, as well as on other surfaces, for example, on a postage stamp...
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Fast and Furious: Forza Horizon 4 acceleration due to shaders windows

 3r3189. 3r3-31.
Fast and Furious: Forza Horizon 4 acceleration due to shaders windows 3r3185. 3r3168.  3r3189. 3r3151. 3r3117. Gareth Harwood is a technical art director for the Playground Games
3r3152. 3r3168.  3r3189. 3r3168.  3r3189. Action
Forza Horizon 4
takes place in beautiful Britain, filled with instantly recognizable places and sights, including the model of the city of Edinburgh in the Playground Games version. 3r3168.  3r3189. 3r3168.  3r3189. In most open world games, particular attention needs to be paid to the speed of streaming, and 3r3151. Forza Horizon 4
with its detailed and motley city is no exception. Edinburgh buildings needed new resources for building ...
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As we under the guise of a single UX research, we conducted another

 
3r3-31. As we under the guise of a single UX research, we conducted another  
 
In the course of creating the game, expanding the functionality and game activities, it became clear that the buttons took up almost half of the screen. It was necessary to change it: reduce and regroup. But before embarking on the implementation I wanted to make sure that the buttons would not turn out to be too small, that it was convenient to get into them and, on the whole, we would not break anything.
 
 
The first thought is to throw in empty buttons and let people click on them in shallows. During the game, people are focused entirely on the other, and if you focus their attention ...
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Emotional roles in games. Literate storytelling and streaming

Emotional roles in games. Literate storytelling and streamingEmotions in games are created by developers in order to bind the player to himself as much as possible and to involve him more deeply into the gameplay: 3r3689.  3r3699. - a player intrigued by an unusual quest will not immediately turn off the game, he will play "a little bit more" to satisfy his curiosity (3r?535. And as a result he will stay twice as long as 3r-?364.);
 3r3699. - a significant NPC begins to indirectly blackmail the player’s character for intimate relations, and the player irritably tries to get rid of the impudent person peacefully (3r36363. Example inside 3r36464.);
 3r3699...
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Looking for promising shadows for roguelike

Looking for promising shadows for roguelike  
 
Dear Habrovchane, I present to your attention the continuation of research on the search for suitable shadows for a 2D bagel.
 
 
This post is a sequel to publications , a kind of work on the mistakes and further development of the idea.
 
Link to play (exe for windows)   Dear Habrovchane, I present to your attention the continuation of research on the search for suitable shadows for a 2D bagel.  This post is a sequel to publications , a kind of work on the mistakes and further development of the idea.  Link to play (exe for windows)...
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Generation of Close call in games: “On the verge of defeat” or “Almost won”

Generation of Close call in games: “On the verge of defeat” or “Almost won”The effect "on a hair from" is used in games to form a player's emotions, to stir up excitement. All this is necessary so that the player plunges into the game stream as much as possible, does not get bored with the easy win and does not throw the mouse /joystick away from the hopelessness of his loss. And also because the player remembers the game due to strong emotions and experiences. Then it will be about emotions that he will tell other players. A year later, he will even be able to remember what the game was, if it caused him to euphoria from a victory barely or anger from frequent defeats ...
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Add depth to 2D sprites using hand-drawn normal maps

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“Monsters in games - how to make a player hate you”

 3r33434. 3r3-31. 3r3408. “Monsters in games - how to make a player hate you” , in the previous article, we sorted out at what distance monsters attack, what variations and combinations within the categories are 3r3406.  3r33434. and which opponents are the most annoying for most players. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. But before moving on to the fifth article of the cycle, I recommend reading the previous materials under the links: 3r3333389. 3r3406.  3r33434. 3r3406.  3r33434. h. 1 “Monsters in games or how to create fear” 3r33333. 3r3406.  3r33434. h. 2
"Monsters in games or making fear diverse"
3r3406.  3r33434. h. 3 ...
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A disastrous mistake for newbies in a game dear

Before starting any business, it is necessary to draw up a plan, make “attempts at writing”, in a word - a draft. It helps to determine the starting point and understand the direction of motion. 3r33333.  
Want to make faster and better quality than others? Do not want to waste tons of effort?
3r33333.  
A disastrous mistake for newbies in a game dear 3r33333.  
3r33333.  
Make a prototype game mechanics. 3r33333. 90% [/b] novice developers don't do this (!) 3r33362.  
3r33333.  
What is it? What for? And what is it eaten with?
3r33333.  
The game prototype is needed to test the mechanics and gameplay of the game, based on it you can build all further ...
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"Monsters in games or 15 cm is enough to attack"

"Monsters in games or 15 cm is enough to attack"  
 
Thanks to the readers for their interest, glad that the materials are useful.
 
 
I present to you the fourth article of the cycle.
 
Today I would like to make out such an important element for any monster - the attack distance.
 
 
There are only three of them:
 
 
 
near
 
average
 
far
 
 
 
In the first part we will examine typical examples of behavior (patterns).
 
In the second part, we will look at how to combine the monstro, to create dense gameplay and interesting game situations. Let us give specific examples from familiar games.
 
"Monsters ...
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