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  1. Game maker logo

    Building a Beat 'Em Up in Game Maker, Part 3: Combo Attacks, More AI, and Health Pickups

    This article will continue the series on developing a Beat Em Up in Game Maker by expanding the abilities of our AI enemies, by introducing a Combo system,...
    David Silverman
    14 Oct 2016
    Platformer
  2. Game maker

    Building a Beat 'Em Up in Game Maker, Part 2: Combat and Basic Enemy AI

    This article will focus on creating a dynamic camera, making BattleRegions or areas for combat to take place, and giving the enemies the ability to start...
    David Silverman
    12 Oct 2016
    Platformer
  3. Game maker

    Building a Beat 'Em Up in Game Maker, Part 1: Player Movement, Attacks, and Basic Enemies

    In this article series we‘re going to look back and explore how to make a classic Beat ’Em Up game.
    David Silverman
    10 Oct 2016
    Platformer
  4. Final thumbnail

    How to Use Tile Bitmasking to Auto-Tile Your Level Layouts

    Why place tiles by hand when your code can do it for you? This useful technique will save you time and energy by evaluating each tile's neighbors and...
    Sonny Bone
    Sonny Bone
    3 Feb 2016
    Tile-Based Games
  5. Preview

    Quick Tip: How to Render to a Texture in Three.js

    Rendering onto a texture, as opposed to directly to the screen, is a very useful technique in many shader effects and post-processing effects. Here, I'll...
    Omar Shehata
    Omar Shehata
    15 Jan 2016
    Three.js
  6. Preview

    How to Write a Smoke Shader

    Smoke or fluid effects look cool and can give your game a realistic edge, but what if you want to create something more dynamic or custom? In this tutorial,...
    Omar Shehata
    Omar Shehata
    8 Jan 2016
    Shaders
  7. A star pathfinding for platformers ledge grabbing

    A* Pathfinding for 2D Grid-Based Platformers: Ledge Grabbing

    In this part of our series, we'll introduce a new mechanic to the character: ledge grabbing. We'll also make appropriate changes to both the pathfinding...
    Daniel Branicki
    29 Dec 2015
    Pathfinding
  8. Message queue

    How to Implement and Use a Message Queue in Your Game

    A game is usually made of several different entities that interact with each other. Those interactions tend to be very dynamic and deeply connected with...
    Fernando Bevilacqua
    16 Dec 2015
    Game Engine Development
  9. A star pathfinding for platformers bot follow path

    A* Pathfinding for 2D Grid-Based Platformers: Making a Bot Follow the Path

    In this tutorial, we'll use the platformer pathfinding algorithm we've been building to power a bot that can follow the path by itself; just click on a...
    Daniel Branicki
    29 Sep 2015
    Pathfinding
  10. A star pathfinding for platformers different character sizes

    A* Pathfinding for 2D Grid-Based Platformers: Different Character Sizes

    In this tutorial, we'll extend our grid-based platformer pathfinder so that it can cope with characters that take up more than one cell of the grid.
    Daniel Branicki
    25 Sep 2015
    Pathfinding
  11. A star pathfinding for platformers one way platforms

    A* Pathfinding for 2D Grid-Based Platformers: Adding One-Way Platforms

    In this short tutorial, we'll extend our platformer pathfinder so that it can deal with one-way platforms: blocks that the character can jump through and...
    Daniel Branicki
    24 Sep 2015
    Pathfinding
  12. Adapting a star pathfinding to platformers code

    How to Adapt A* Pathfinding to a 2D Grid-Based Platformer: Implementation

    Now that we have a good idea of how to modify an A* pathfinding algorithm to work for platformers, it's time to actually code it. Rather than build it from...
    Daniel Branicki
    25 Aug 2015
    Pathfinding
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