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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

The low-poly racing game, developed by Polish indie developer Pixel Perfect Dude , feels like a love letter to the PlayStation 1 era of rally games, where you could actually name the top drivers and the cars they drove. “Ah Racing portfolio Studio Perfect Pixel Dude, based in the city of Kalisz, Poland, was founded in 2013.

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Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Now we can move sprites in STOS we need to put things together to see how we can actually begin creating playable games. Along the way we will look at some more new features and concepts so you can understand more of how STOS works versus programming languages and game engines you might be used to. Collision Detection and Game Over.

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

In video games, the small effects add up to making your game look stunning. And popular games like Batman Arkham Asylum have this effect: Other notable games that have this effect are Mortal Kombat – which they implement when the characters perform special attacks on each other. What Is a Shader?

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Atari ST Programming: STOS BASIC Sprite Movement

Retro Game Coders

In the last part of this STOS BASIC Tutorial we loaded a sprite but it just sat there, let’s fix that … One of the ways that STOS BASIC helps us to build interactive programs and games is in the sprite movement features because they are not only easy, but they do their thing without our constant input. Why is this useful?

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Godot 3.1 will get many improvements to KinematicBody

Mircosoft Game Dev

One of the features that make Godot stand out is how easy it is to use the physics engine for non-physics games. This function tries to move the character using that velocity and every time a collision is found, it will slide against it (and adjust the velocity accordingly). velocity = move_and_slide(velocity). > 0: jumping = false.

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

GUI: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ). Particles: Add "Hide on Contact" collision mode to ParticlesMaterial ( GH-61238 ). Physics: Add collision weight to PhysicsBody2D/3D for penetrations which must be avoided ( GH-64343 ). Rendering: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ).

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Dev snapshot: Godot 3.2.4 beta 6

Mircosoft Game Dev

New dynamic BVH for rendering and the GodotPhysics backends, which should fix some issues and improve performance significantly in games using a high number of dynamic objects. Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. WebXR support for VR games.

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