Newest Questions

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-2 I am implementing ghost behavior in a Pac-Man clone, specifically the behavior when ghosts are inside the ghost house during the waiting phase. The issue is that ghosts inside the ghost house do ...
Amir Reza Sa's user avatar
1 vote
1 answer
41 views

This could be answered from a perspective of Unity dev, or generically for programming - either would be beneficial. I'm working on a game and am using two packages, More Mountains' TopDownEngine (for ...
Jesse Williams's user avatar
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0 answers
31 views

I'm pretty new to making games, so excuse my ignorance if I say something stupid. I'm coding in cpp with raylib as a graphics thing. What I basically wanted to do is have procedurally generated ...
New-person123's user avatar
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1 answer
86 views

I'm adding deceleration to my player character, decreasing their velocity over time when the player releases the direction keys. With the code below, at non-perfect angles, the character seems to re-...
MyNamesRubber's user avatar
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0 answers
25 views

I'm working on a 2.5D game in Godot 4.5 that uses skeletal animation + ragdoll physics. I'm really happy with how the full ragdoll mode behaves, but I can't get anything close to a good active ragdoll ...
Eugene Khyst's user avatar
6 votes
3 answers
1k views

I am examining protagonist design in action RPGs, and my conclusion so far is that fixed, authored protagonists consistently allow for deeper and more effective storytelling than blank-slate ...
Levi Carvalho's user avatar
0 votes
2 answers
138 views

Steve said said that Windows games won't run the same on Linux and you can't even test them equivalently because Linux doesn't know how to compute how many frames were generated in a second. Aren't 3D ...
Miss Understands's user avatar
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0 answers
37 views

I'm trying to create a 2D side-scrolling player controller like in Terraria, but I can't get the delta time right. If I set my laptop's mode to battery saver, my character jitters (from dt jitters), ...
Acerx.AMJ's user avatar
2 votes
2 answers
922 views

I'm trying to determine the best architectural approach for handling communication in Unity, specifically when the interaction is strictly one-to-one. The Core Design Conflict I have five crucial, ...
Curio's user avatar
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0 votes
1 answer
41 views

I have a problem with importing a 3D model from Blender into Godot 4. I created my apartment model in Blender and exported it as a .glb file into Godot 4.5. I generate the CollisionShape3D using Mesh →...
Ainur Khusnullin's user avatar
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0 answers
45 views

I'm writing a C++ game engine using SDL2 and I have an SDL event loop, but I'm not really sure what I want to do with these events. I know that I'll have systems that will be interested in these ...
steamdog's user avatar
1 vote
1 answer
122 views

I'm making a 2.5D game in Pygame with an oblique top-down view, where you can see both the top and front sides of the objects/environment, similar to top-down JRPGs and 2D Zelda games: (Graphical ...
Sad Robot's user avatar
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0 answers
60 views

I wrote a Board.java class which draws the initial board draws the Reset button draws the label to indicate whose turn is it In the Main class: I initialized a Pane. Initialized the Board's board ...
zeeshanseikh's user avatar
12 votes
1 answer
1k views

I have a spell system where a the spell is a self-contained game object handling all the logic. When done, it destroys itself. This works great Then I added a second game object handling animation, ...
Zibelas's user avatar
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0 votes
0 answers
20 views

I'm trying to create a Slenderman-style TV static effect in Unreal Engine 5.5.1, where the effect slowly fades in as you're looking at Slenderman. I'm using an unbound Post Process Volume with the ...
Chriskrakou's user avatar

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