article thumbnail

#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.

Pixel 156
article thumbnail

Atari ST Programming: STOS BASIC Sprite Movement

Retro Game Coders

In a regular coding environment, you might have to check for collisions or if it flew off screen based on the x/y coordinates of the missile in relation to other game objects and move it incrementally as part of your game loop. Each movement command has a timing, how many pixels to move, and how many times to do that movement.

Sprite 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Module 3: Attack of the Snake (Lesson 10)

Game Designing

And the way to do that is by altering the collision mask on our block. Now, we haven’t talked about collision masks yet, so let’s do a quick overview of them and we’re going to dive way deeper into them in the next module where we make our space game. You can come in here and you can change the collision mask.

article thumbnail

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

Awesome Tuts

To test it out, select the Player Material and inside the Inspector tab select the Visible Behind Objects shader: This is how the shader looks like when we run the game: Game Object Visible Behind Wall But Pixelated. We’ll use them to determine if the object behind the wall will be pixelated as well as the size of the pixel.

Shaders 90
article thumbnail

Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Collision Detection and Game Over. STOS includes three built-in collision detection options. You can also set up collision “zones”, which are rectangular coordinate boxes that you can check the sprite has entered. The final option is to check for the color of the pixel under your sprite hot spot.

Sprite 52
article thumbnail

Godot 3.1 will get many improvements to KinematicBody

Mircosoft Game Dev

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). snap 32 pixels down velocity = move_and_slide_with_snap(velocity, Vector2(0, -1), Vector2(0, 32)). velocity = move_and_slide(velocity). > 0: jumping = false.

article thumbnail

Sprite Object Shape question

Cocos

I had tried the mask method already with no luck… but you mentioning it here pushed me to go try it some more… actually, I still had no luck using the graphic stencil… but the graphic ellipse did the trick perfectly! You saved me so much time!

Sprite 40