Curves – Knox Game Design, July 2022

Overview of four types of curves that can be used in game development.  Basic parabola for moving objects in an arc.  Sine function for moving objects in a wave motion.  Physics using velocity and acceleration for simulating actions such as jumping and falling.  Bezier curve for moving objects along a curved path.  Examples of functions for each curve type and how to calculate coordinates in a spreadsheet.  Demonstration of how to implement each curve type in Monogame with C# and review of source code.

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Spreadsheet – http://www.knoxgamedesign.org/wp-content/uploads/2022/07/curves.xlsx

Demo project – https://github.com/levidsmith/KnoxGameDesign/tree/master/curves/Curves

New Knox Games this Month

Flappy Brid Clone by Andy – https://www.cowell.org/~andy/unity/test/

Links and Notes

Knox Game Design
Knox Game Design
Curves - Knox Game Design, July 2022
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I-Frames and Stun Lock – Knox Game Design, June 2022

Overview of I-frames, invincibility, stun lock, and knock back. How these are implemented in games, statistics from examples of classic games, and demo project showing various methods for implementing invincibility time.

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Links and Notes

Knox Game Design
Knox Game Design
I-Frames and Stun Lock - Knox Game Design, June 2022
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Enemy Behaviors – Knox Game Design, May 2022

This month’s Knox Game Design presentation topic is Enemy Behaviors.
This is a look at various enemy behavior types:

  • Back and forth (timer / collision based)
  • Alert and chase, using distance / timer for stop chasing
  • Move random direction and wait
  • Orbital children, with varying radius length and orbit speed
  • Behavior combination (orbital children and move)

This presentation looks at a demo project using Monogame and C# and analysis of demo code for each behavior.

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Links and Notes

Knox Game Design
Knox Game Design
Enemy Behaviors - Knox Game Design, May 2022
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Basic 3D Collision – Knox Game Design, March 2022

Explanation of calculating collision between basic 3D objects (rectangular solids/cubes and spheres). Methods used can be applied to any programming language or game development environment. Review of demo Ruby code to detect collision between rectangular solids and spheres.

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Links and Notes

Knox Game Design
Knox Game Design
Basic 3D Collision - Knox Game Design, March 2022
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2D Collision – Knox Game Design, February 2022

Explanation of 2D collisions for points, lines, rectangles, and circles.  Overview of each collision type along with examples and code.  Explanations are general in nature so that they can be implemented in any game engine or programming language.  Demonstration of Javascript web application that calculates collisions between the four types of objects, along with review of code functionality.

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Knox Game Design
Knox Game Design
2D Collision - Knox Game Design, February 2022







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Dijkstra’s Algorithm – Knox Game Design, January 2022

Explanation of Dijkstra’s algorithm for finding the shortest path in a graph based on a selected starting node. Walkthrough of an example of the algorithm. Demo of implementation of Dijkstra’s algorithm in Unity and C#.

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Dijkstra Demo in Unity (Unity WebGL)

Dijkstra Demo Source Code

Links and Notes

Knox Game Design
Knox Game Design
Dijkstra's Algorithm - Knox Game Design, January 2022







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Particle Systems in Unity – Knox Game Design, December 2021

Explanation of particle systems in Unity, along with modifiers such as emission shape, bursts, color over time, custom shapes, and size over lifetime.

Demo project and code – https://github.com/levidsmith/ParticleSystemDemo

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Links and Notes

Knox Game Design
Knox Game Design
Particle Systems in Unity - Knox Game Design, December 2021







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Stencyl – Knox Game Design, November 2021

Overview of the Stencyl game development environment for making 2D games.   Explanation of scenes, actors, behaviors, events, and visual coding.  Examples of a number guessing game and simple space shooter.

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Links and Notes

Knox Game Design
Knox Game Design
Stencyl - Knox Game Design, November 2021







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Strategy Guides – Knox Game Design, August 2021

A look back at strategy guides for 8-bit Nintendo Entertainment System and 16-bit Super Nintendo games.

  • How to Win at Super Mario Bros
  • The Official Nintendo Player’s Guide
  • Dragon Warrior Strategy Guide
  • Super Mario Bros 2 Inside Out
  • The Legend of Zelda, A Link to the Past Player’s Guide
  • 4-Player Extra Strategy Guide
  • Ninja Gaiden II Strategy Guide
  • Final Fantasy Strategy Guide
  • Super Mario Bros 3 Strategy Guide
  • Top Secret Passwords Player’s Guide
  • Game Boy Player’s Guide
  • Game Player’s Strategy Guide to Nintendo Games
  • Nintendo Strategies / more Strategies for Nintendo Games
  • NES Game Atlas
  • Super NES Player’s Guide

Links and Notes

Knox Game Design
Knox Game Design
Strategy Guides - Knox Game Design, August 2021
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Adding Sound Effects to Your Game – Knox Game Design, July 2021

Demonstration of how to play a sound effect in various game development environments. This presentation covers Unity, GameMaker, Godot Engine, Unreal Engine (Blueprints), and Pico-8.

Source Code – https://github.com/levidsmith/SoundEffectsDemo

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Links and Notes

Knox Game Design
Knox Game Design
Adding Sound Effects to Your Game - Knox Game Design, July 2021







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