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Posts Tagged ‘2d games’

 
 

The many faces of battle

Sunday, October 11th, 2009

There’s one thing (well, there are several, but one which I’ll talk about right now) that’s always bothered me a good deal about most MMO combat systems, which is that character position and movement are only very rarely an influential factor. There are a few games that do some interesting things: Aion takes into account [...]

 

Order of the Draw

Saturday, October 3rd, 2009

I’ve decided to follow up yesterday’s rather unorganized post with one that has a bit more planning put into its presentation. Today, we’ll be taking a look at a very specific part of a spriting engine: draw orders. The draw order of your sprites is a crucial element in any spriting system, and optimizing draw [...]

 

Sprightly Sprites: Bringing game worlds to life

Friday, October 2nd, 2009

Today we’ll be shifting gears a bit, and exploring some of the more technical aspects of creating and animating a two-dimensional world. At the heart of two-dimensional animation is the concept of a sprite, a graphic image which can move and change within a larger image. Assuming that your “larger image” might be something along [...]

 

Scribble-Nots

Thursday, September 17th, 2009

Let me make myself very clear: this is not a game review in any real capacity, and I hope to spend as little time possible weighing the merits and vexations of Scribblenauts. I’ll go so far as to agree with the vast majority of people who have published actual reviews, in saying that the game’s [...]

 

Controls, in context

Tuesday, September 15th, 2009

I’ve mentioned contextual controls in passing before, and described a basic framework for how they might operate in Atma. I’ve decided to commit today’s post to discussing exactly how context-based controls might work in the game’s touch-based system, and discuss several game interactions that need to be handled effectively by the system, as well as [...]