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Showing results for tags 'incremental'.
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Play the game here: https://internationalmafia.world/ The game is a incremental, idle multiplayer in Google Maps with mini-games for earning money. Start off by pickpocketing, and move up the ladder by selling drugs other players have farmed and distributed. Use the Google Map's Street view to capture hostages and then negotiate ransom with the FBI. Eventually you can build bases and your own buildings, claim territory, make enemies or allies with other players, trading partners or fierce competitors, all inside Google Maps. The game has around ~15 people who play regularly. I hope to gradually increase the playerbase eventually. The game is quickly growing and is updated almost daily. Technology used: Vue.JS, Firebase, Socket.IO, Google Maps API, Phaser 3, Node.JS
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Good evening world I'm new to posting anything like this online so bare with me if I meander a bit I'd like to present little something I've been working on for the last 5 weeks. In short, It's a work in progress incremental game about exploring space called Top Fuel Spacer. In long, It's an incremental game with a vast scope. The end game vision, is to have an incremental game with a tone of content. Tasks (i.e. Quests), collectibles, achievements, characters, customization, random generation, ui themes, prestige, conversation trees, research, engineering, building, hacking, mining, attacking, defending and chatting - single player and multiplayer. The laundry list of tasks can be found on this Trello board https://trello.com/b/lEMbH9W8/top-fuel-spacer My goal is to build a community driven game. Developed in tandem with feedback from players. The current build of the game can be found and experienced here https://top-fuel-spacer.herokuapp.com/ It's mostly a mere proof of concept skeleton, conceptually representing some of the systems, just 10% of the game if I'm being generous in estimation. Not much in terms of actual gameplay yet. What I'm looking for from you kind strangers of the internet, is some form of validation for this game. Your opinions. Your questions. Do you like it? Should I continue with it? Looking forward to your feedback. Have a good night PS: I've made a Discord thingy for the game https://discord.gg/ak3WBJ8
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Babel Tower is an incremental idle clicker game where you manage the building of the Tower of Babel. You can mine stone, process the stone to create bricks, chop trees, build crane, sell resources, even invite tourists to your tower, to make money! The game is on ArmorGames: http://armor.ag/BabelTower (rating 65%, 50k plays) The game was made with Phaser 3.19
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Hey everyone, this will be a bit weird. So I am more of a creative director more then anything and I wouldn't even call me that. The most I have made is a Kaizo hack for SMW. I have been trying to learn some basics with Lua, ruby and python for years now and understand the idea and the dictionary but have never grasp when and where to use them. So why am I here? Well I want to make something basic, to keep me distracted and pass the time. I am in my 20's and have been stuck in the Philippines for about a year now... things aren't looking good and I am in a waiting period hoping to get home. I wont get to into it but need a distraction. I don't want someone to code anything or work for this little project just help enough for me to get it done. On to the idea. There once was a game called Idle Quest I use to play back in 2006. The site that hosted is was shut down and the game went with it. It was a idle game, true idle. It consisted of a map made in ASCII style. Similar to classic rogues. You would click on areas of the map, each had information on hover like suggested level and possible random loot. You would click and idle. No sprites just a black box white text character sheet on the side and a log showing you random events, loot, battles etc. That's all. You go to sleep and your character either died or you leveled and got loot. Equipment was automatically changed out did not matter if it was worse or better, you found it and it equipped. it was up to you when you should leave and idle somewhere else. I want to recreate this but with my flare. When it comes to sprite design, world and story. I already did all that. Sprite work, ideas, level design, assets. That's my strong suit. It putting it together and making it work. I will be making this on wix. I have made game guides and website on their before. (I use it because I don't know HTML5) Just some basic tips or tutorials would help on the following and I will work on trying to actually make it. -Creating a list of text that will be randomly pulled per area. Like a list of random loot and enemies and events (just text) I assume this would also be if else style if enemy then this else keep pulling from list I would also assume this would have to be separated by each. Items would have to automatically replace equipped items every time events would have to have a separate table of random things. -Figuring out the math, ( I don't want to make it to complicated with multiple stats effecting speed and all that) I figured Level would be the only factor in victory or death. like a if else/ true false style. The more I write the more I think that this is much more complicated then I thought. I guess I will stop here and if you want to discuss it more or help me in anyway just reply and I can make a discord or something.
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- incremental
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Hi all, Babylon.js makeIncremental script port to node/gulp , so it can be used cross platform and integrated in build tasks. GIT: https://github.com/evolution-gaming/babylonjs-make-incremental NPM: https://www.npmjs.com/package/babylonjs-make-incremental Feel free to post issues and suggestions on github. More information is located inside README.md file.
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Hi, I have an issue with scene that is loaded incrementaly. After meshes are loaded I apply freezeWorldMatrix to some of them (checked isReady and it is is true). As soon as camera is near to meshes and beta angle of camera is near 90 meshes start to disappear and appear during camera movement. Doesn't happen if incremental loading is not used. Found similar issue here, but it was solved.
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First and foremost Guild Tycoon is a game where a player controls a set of characters, provides them with equipment, and sends them off to fight in dungeons awaiting their hopefully successful return with wonderful loot. Players over decades have seen this type of system in many different iterations from Diablo, to World of Warcraft, to, well…, Guild Tycoon! Personally, I adore games like Diablo and World of Warcraft where players can fight through battles and improve their characters to access forever expanding content within the game. However, I found that I grew somewhat wearisome of the required investment of active time to progress. My thought, and basis for the game, is that players can get similar levels of enjoyment out of an experience that automates some of the tasks that would otherwise need to be controlled directly. I wanted to build a game where players set actions for their characters, game administrators set actions for enemies in dungeons, and a server runs a fight based on a set of rules and returns the result. It's not much to look at yet, but it's taken quite a bit of work to get to this point! I have since scrapped that original GUI, which was built on DotVVM, for the not-as-popular-as-the-original version of Angular. The server is built using ASP.NET Core, and the information is stored in a Microsoft SQL database. Everything is hosted in Azure. DotVVM, Angular, and ASP.NET Core are all types of frameworks. I think it's best to conceptualize frameworks as toolboxes. They contain everything you need in order to build a specific type of software. As an electrician needs a different set of tools than a painter, developers need different frameworks specialized for certain purposes. This analogy breaks down a bit as you dive into the specifics since frameworks are usually designed to be fairly malleable. I started with DotVVM because it is a framework built on .NET. It’s specialty is building GUIs. It uses coding languages I was already familiar with, C#. Since I had never built a GUI before, using a familiar language was a comforting idea. However, I quickly found out that when I ran into issues, I couldn’t figure out how to resolve them. Most of the popular online outlets for help in the software world also had almost nothing on DotVVM. After hours and hours of frustration, I decided I should just bite the bullet and learn a completely new language and a completely new framework that was better supported, had a larger community and was vetted by larger entities that already use the framework for their products. This would be more work upfront, but down the road would eventually pay off. Before jumping over to Angular, I decided to give another framework a shot. I had heard some good things about Aurelia, and (unless I’m mistaken) it is headed by someone who left the team that created Angular. I was able to stand up the basic example quickly, but as soon as I wanted to add my own authentication system I ran into issues. I looked through the documentation and spent hours online troubleshooting my issue, but I couldn’t resolve it. This left me to consider two remaining options, React and Angular. I looked at both, but to be perfectly honest, I decided to try Angular because the “Getting Started” tutorial was pretty much my game. Fortunately, I did not have to go through as much struggle in order to decide on the right framework for the server. My dayjob already uses .NET MVC for our backend, so I knew I could stick with that. The difference is that I decided to upgrade to .NET Core, mainly because it is far simpler to implement a custom authentication system. SQL databases have been around for decades, and I didn’t necessarily want to spend more time learning yet another system for saving information unless there was a compelling need, so I stuck with the traditional approach. To communicate between .NET Core server and the SQL server I did decide to select Dapper, which is a tool that is gaining popularity over Entity Framework. The difference between Entity Framework and Dapper is that Entity Framework is designed to try to encompass all possible needs for interacting with a SQL server into a single package whereas Dapper takes the approach that each development team should build their interaction with SQL to exactly suit their needs. It's also completely open source: Front end , back end
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Hi guys! I wanted to show you a game I made (full html5+css+javascript) that is basically a strategic incremental space game. The core mechanic of the game is to set up the production of several resources (raw and refined) that will be used to construct ships to conquer other planets to boost your production. Planets are different in bonuses they got and in buildings available, so you have to make decisions on which resource to produce locally and which to send/receive via shipments to and from a other planets in order to optimize your production and have the maximum profit possible. Another way to boost your production and thus progressing faster in the game, are Researches (upgrades) which will unlock new features and mechanics. The game is playable here: http://www.kongregate.com/games/Cheslava/heart-of-galaxy I feel like I need to implement quite something more to the game (I'm still actively developing it) like sound, story, quests and diplomacy between alien civilizations so that the world could feel more alive and less static. Also, the UI could feel messy and confusing sometimes, so I will also need to rework that. Besides these, I need feedback and suggestions about the game from another point of view, so please, feel free to suggest and critique the game! And of course if you have questions of any kind, just ask!
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Hi, after loading incremental scene file on load finish I cloned one of mesh BABYLON.SceneLoader.Load("", scenePath, this.engine, (scene) => { scene.meshes.forEach((mesh) => { if(mesh.name === "m1") { mesh.clone("m2", mesh.parent, false, false); mesh.clone("m3", mesh.parent, false, false); } }); }); Probably it was not designed to work like that but every thing works as expected but I get console errors _this._delayLoadingFunction is not a function inside: Mesh.prototype._queueLoad = function (mesh, scene) { var _this = this; scene._addPendingData(mesh); var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1); BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) { if (data instanceof ArrayBuffer) { _this._delayLoadingFunction(data, _this); } else { _this._delayLoadingFunction(JSON.parse(data), _this); } _this.instances.forEach(function (instance) { instance._syncSubMeshes(); }); _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED; scene._removePendingData(_this); }, function () { }, scene.database, getBinaryData); return this; };
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Hi everyone, I'm developing a side scrolling mobile game for fun in my spare time. The objective is to direct a flying bee, who moves continuously to the right, between sets of honeycombs. If the player touches the honeycombs, they lose. It's effectively a replica of flappy bird. I'm trying to implement an incremental increase in velocity so the game gets harder the longer you play. - I've created a group (honeycombs) and added physics to the group - Created 20 honeycombs - Got the first dead honeycomb of our group - Set the new position of the honeycomb - Added velocity to the honeycombs to make it move left (creates the illusion of the bee flying): pipe.body.velocity.x = -200; - Kill the honeycombs when they're no longer visible - Picked where the hole will be - Added six honeycombs - Run function to add honeycombs every 1.5 seconds I'm aware I could have two different game states (easy and hard) with different velocities but I'd rather have it increase over time. Any help would be hugely appreciated! Thanks!
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- velocity
- acceleration
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