Getting Started in Phaser 3 (ES6) – Create a Boomdots game part 2 Welcome to the second part of getting started in phaser 3. We are trying to create a clone of the famous Boomdots game in phaser 3 in ES6. In the previous part, we completed the development setup and added a scrolling bg.
Saving and Loading player progress is a requirement for every game. In this post, we will learn how to save and load game in Godot Engine. Godot Engine has a built-in data type called Dictionary. It is very efficient that we can map any object to any other object. We will use the Dictionary class
TypeScript is a superset of JavaScript which compiles to plain JavaScript. Anyone with an intermediate knowledge in JavaScript knows that as the project complexity increases, the number of classes and script files increases. JavaScript differs from other languages and the OOP is done through prototypical inheritance. Lack of typing and intellisense in IDE is another
There is a previous article where we discussed movement and rotation basics of Godot Engine. In this article, we are going to look at the rotation of game objects using direction vectors in Godot Engine in detail.
Linear Interpolation or lerping is a mathematical function which interpolates between two values. The interpolation amount is varied by passing a weight factor along with the start and end values. Linear interpolation is used in many areas of game development for movement, rotation, scale and everywhere you can think of. This article is about 7 lerping tricks you need
In the previous post of this game tutorial for beginners series, we actually completed the racing game project. We’ve added some keyboard controls to know how things are going to run. But actually we want tp change the player controls from keyboard to mobile. If we tap to the left of the player car, the
This is the sixth part of the 2d racing game tutorial for beginners series. We’ve already done most of the work in the previous posts. In this one, we will spawn the enemy cars and the roadblocks. Let us start without any delay.
In the previous post of this game tutorial series, we added the enemy script and it moves according to the player speed variable in sync with the bg. In this part we will do the collision response for the enemy. We will also setup the roadblocks and the barrels.
In the past 3 parts of the 2d racing game tutorial for beginners, we setup the scene, created enemy cars and obstacles and setup the bg scrolling. Now we just need to spawn the cars and the obstacles to make the game look like moving. Welcome to the fourth part of the series and in this post
This is the third part in the 2D racing game tutorial for beginners. In previous posts we setup the scene and created the enemy cars and roadblocks. Before going into this one, let me explain how this game is going to work. This is a top down racing game, the ideal thing would be to move the car
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