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bloomdigital · 11 months
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Surprise! Happy Pride Month!
Wishlist on Steam Now!
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Hi gang,
We’ve been keeping this news a secret just so that we could celebrate Pride Month with a BIG reveal! 🌈 The sequel to our award-winning visual novel dating game LongStory is coming to Steam and Switch in early 2024!
💚About the game
LongStory 2 picks up right where we left off, which means… Our cast is just days away from starting high school and things are about to get even more AWKWARD. Hey, that’s life!
If you’re not familiar with LongStory, now’s a good time to check it out on Steam, Switch, iOS and Android.
👀 Demo when?
We’ve got some exciting plans leading up to launch (YES, we’re working on a demo) but first, we want to hear from YOU to *Insert Rupaul's voice here* make some decisions.
We’re planning a Kickstarter campaign that will allow us to collect the funds needed to polish the game and add some key features.
By taking 1 minute to 👉fill out this form👈, you’ll be helping us decide on the best rewards, stretch goals and the things that actually matter to you when it comes to supporting the development of indie games.
A HUGE thanks to all of you and we hope to share more details in the coming months!
💌 Don't miss the demo, sign up to our newsletter! 💌
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theclaudester · 1 year
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Good morning Peggle fandom
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studiowitchstar · 7 days
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The Final Farewell
Our debut game, The Final Farewell, is now available to play on Steam!
The Final Farewell is a cosy narrative adventure about finding peace in death, and learning to let go. As a lost ghost, befriend wayward mortals and piece together misty memories. Lay to rest the echoes of the past and discover the truth of your own demise.
We have an introductory discount of 20% until the 29th of April. For the price of a coffee, it's worth a look!
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adamhousevgd · 1 year
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C# Advanced basics post-mortem
This time I decided if I want to make bigger projects, I needed to understand more specifically about the C# programming language I use and how it works so I can understand it to make the best fun games as possible.
I even made 3 short mini games as a little exercises to warm myself up.
What I learned
 different types of variables like doubles, characters, and colour.
different ways of how variables/ parameters add with each other, e.g.  float sum = (2 + 3) * (4 - (4 / 3)).
A better understanding of Enums and how the states can be used. e.g played dies or at main menu waiting for player to press play or restart, what happens next?  does he move a inch or not?
The calculated difference of float and int when dividing them respectfully such as calculating the nearest inside numbers (part of floats).
 Casting: Converts a variable to another variable. Eg int a = 5 into float a = 5.0f.
How more robust Lists can be, such as being counted, added, removed specifically or all selected, reversed, removed at range and etc. Also, an idea of what its generics are <>.
Different types of functions that can be used like voids, ints, floats and returning their parameters such as strings, ints and floats.
Functions store many parameters as much as they need. Also different types of functions can share the same name, except for the same types.
How effective and distinctive behaviour of If, if else and else statements of controlling mechanics.
Not to have so many if statements in a nested code otherwise it may affect performance of the game.
More detailed info, cleaner code, similarities to the ifs, if else, else statements and how complex switch Statements of how they execute with different variables to run code inside each of the cases and defaults.
the unique behaviour of breaks that break out of the code to execute outside code.
The Different types of loops such as For loops, for each loops, do while loops of how their used respectfully so it doesn't crash the computer on the wrong use.
Better understanding of Arrays of what the elements can contain such as ints, game objects, floats, bools, strings, doubles etc and how it can only be programmed to access their elements not outside its index or length.
How you can change array element values by code without setting its variables.
How for loop doesn't need to be specialised how many times to repeat the loop so it doesn't crash.
Advanced use of Coroutines such as Stopping Coroutines, waiting for seconds in real time (no matter how slow or fast the game is with time scale), how they can pass Parameters and strings to reference other functions and how the waitforseconds can be slowed or speed up by Time.TimeScale.
Passing arrays into void  returning functions like ints. The parameters can even have the same names of its variables and it won't cause an error.
How interesting is to model objects from classes each with their variables and to update them overtime.
How useful are constructors when passing variables.
How "this." refers to the class variable and outside the function parameters.
Difference of Objects create that get passed in Memory as references and values.
 More detail of Data encapsulation/visibility modifiers other than public or private. I learnt more such as Internal, protected modifiers, setting and getting variables.
 A deeper understanding of inheritance such as from Mono behaviour and from other classes such as behaviours, functions, properties and variables.
How Inheritance works with child game classes using override functions to override the virtual function from their parent classes to do something else.
Most functions, datatypes values including transforms which are inherited from Mono behaviour.
The pros and cons of method overloading, while good to use a variety of functions and parameters, but needs to be specific of which function and parameters to run.
The use of the Ternary Operator such as using ? (if) and : (else) respectfully like if statements.
Variable Attributes and such as [RequireComponent], [ExecuteInEditMode], [AddComponentMenu], [HideInInspector], [Range]and [TextArea] which are broadly useful to read and get components to reduce unexpected issues, and makes the life's easier for designers, respectfully.
 How static variables and functions can work together with each other's scripts without get components and creating objects. They also don't work with non-static variables and functions.
How Delegates can be used to subscribe or call events from scripts including statics
How to return value answers when adding or subtracting.
How to make log warnings and log errors execute by code in the console depending how the script is written.
-Pumpkins and Golems
The possibility that I can make a game based on its rigid body physics a little more than complex code. E.g dodging rolling pumpkins from a slope, etc
-Bombs Away
Being able to spawn bombs in-between min and max distances with floats randomly from one transform variable.
Being able to restrict players movement with floats, Vector 2 and if statements without using a box collider.
-Knife Hit
Able to add force on knife with either Space or Mouse keys respectfully without causing unwanted design issues or bugs.
Able to set the knife game object to be parent of the wood by collisions and turning off collisions with "Detect Collisions" by turning it false on the knife once collided.
Overall
It was a long and hard work to get a better understanding with these datatype concepts. But I'm glad that I've done it so I can get a better understanding of how C# works so that way once I start to make more complex games, I am more aware of how it works so its easier to understand, fix unexpected bugs, and work differant ways to execute code.
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dybses · 1 year
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Happy New year everyone! This year I decided to try something new and make a simple game about an octopus who wants to get home
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cibokilley · 2 years
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Hey fam, so I created a Patreon for a game that I'm working on!
https://patreon.com/rosenhouse
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casual012xyzcom · 2 years
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[12*|18] @XyzSpacious #Gaming+ - #CasGames #CMS #CIV | #R6S #GTA #GR& {#SIM #SHO+Daily, #STRA #OW+Weekmid} *!gamelist !goodloot 29227UTC
Live !channel www.012xyz.com/channel
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ravenstaryui · 1 month
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Drawn Dark Flight Pt. 6 is now up on youtube.
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mariacamins · 2 months
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Proven Strategies for Achieving Business Growth with Earning Apps Like Winzo
The gaming industry has witnessed a transformative shift with the advent of online platforms, unlocking unprecedented growth opportunities, especially for multigaming applications. When gaming giants like Winzo launched their online platforms, they captivated millions of users within a year, prompting businesses to recognize the immense potential for expertise expansion and substantial profitability. While the concept of multi gaming apps was not novel, executing it effectively on modern digital platforms proved game-changing. Today, a plethora of multi-gaming platforms populate the internet and app stores, as entrepreneurs from diverse backgrounds have embraced this lucrative domain. Industry pioneers like  WinZO, MPL and Dream11 understood the advantages early on, leveraging these platforms to drive remarkable returns on investment. If you're an entrepreneur or business person contemplating developing Like winzo multigaming app, this insightful analysis will elucidate why investing in such a venture can unlock top-quality advantages.  let's embark on an in-depth exploration of this compelling topic.
What is Winzo?
Winzo is a well-known brand in the gaming business, having gained a significant user base across different regions. As a comprehensive fantasy and multi-gaming platform, Winzo provides an extensive selection of games including Ludo games, snake games,  ladders, and other games.  Winzo provides gamers with a unique and engaging gaming experience. Additionally, the platform presents players with substantial earning opportunities across its wide array of games.
What is the Winzo clone app?
A Winzo clone app refers to a gaming application that aims to replicate the core features and functionality of the popular gaming platform Winzo. Like Winzo, a clone app would offer a diverse range of games, including classic titles such as Ludo, Snake and Ladders, and various other casual and skill-based games. The primary objective of a Winzo clone app is to provide users with a similar multi-gaming experience, where they can enjoy a wide variety of games, engage in competitive gameplay, and potentially earn rewards or monetary incentives. Additionally, a Winzo clone app would likely incorporate features like leaderboards, social integration, and potentially a real-money gaming component, mirroring the successful elements of the original Winzo platform.
Effective tactics for business expansion
In-app Purchases:
In this approach, players use real money to buy in-game currency or coins, which they can then use to enter matches. These purchases form the foundation of your revenue model for the business.
Leveraging Third-Party Advertising: 
This approach involves displaying advertisements from external companies within the application. By offering advertising space, the business can generate revenue by charging these third-party advertisers for promoting their products or services to the app's user base. Additionally, this model can contribute to enhancing brand visibility and recognition for the business's own offerings.
Buy Coins to Play Games:
Within a multi-gaming app, each game requires a specific amount of virtual coins or currency. Users who wish to participate in these games must purchase the necessary coin packages, granting them entry into the matches. This transaction-based model incentivizes players by rewarding them with additional coins or substantial prizes upon winning games. Consequently, this approach presents a mutually beneficial scenario for both players and you, fostering engagement while generating revenue.
While the content mentions various business models, it emphasizes that profitability ultimately relies on employing the appropriate strategy, maintaining a clear vision, and effectively implementing chosen models aligning with specific requirements. Every business endeavor seeks financial success, but achieving this goal requires a well-formulated approach tailored to the venture's objectives.
While the potential benefits are vast, the crucial factor is how you can leverage them strategically to propel your business toward greater success and growth. The key lies in seizing these advantages as opportunities to enlarge your business.
Conclusion
In the rapidly evolving landscape of online gaming, developing a Winzo Clone App emerges as a strategic move to capitalize on the immense potential of the multi-gaming industry. At Breedcoins, our team of skilled developers and industry experts are adept at crafting innovative and engaging gaming solutions tailored to your unique business requirements. By partnering with us, you gain access to proven strategies, cutting-edge technologies, and a deep understanding of the gaming market. Leverage our expertise in creating a robust Winzo Clone App to unlock new revenue streams, foster user engagement, and propel your brand toward unprecedented growth and success in this lucrative domain.
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ameliarobinson-3m · 3 months
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Hyper Casual Games: What You Should Know
Learn the essential steps on how to create hyper-casual games and discover the top-grossing hyper-casual games, the difference between hyper-casual and casual games, and more.
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Artificial Intelligence for Games
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theworldofgaming · 1 year
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⭐️ Living Legends ⭐️ Ingame Artworks 🄷 🄸 🄳 🄳 🄴 🄽 - 🄲 🄰 🅂 🅄 🄰 🄻 🅂 °°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°° Find all our pages here: linktr.ee/HiCas Please Support us on Instagram or Facebook. Every Like, Follow and Save will help us. Thank you 💖 . . Unbezahlte Werbung / Persönlicher Blog. "Now playing" bedeutet nicht, dass die Spiele live gespielt werden. Die Posts können zeitversetzt erfolgen. #theworldofgaming #VPlay4You #vp4u #hiddencasuals #casualgames #hiddenobject #match3 #mahjong #pcgames #retrogames #solitaire #pcgames #HOPAgames #gaming #puzzle #wimmelbildspiele #phantasycasualgame #puzzlegames Markennamen und geschützte Warenzeichen sind Eigentum ihrer jeweiligen Inhaber. Die Nennung von Markennamen und geschützter Warenzeichen hat lediglich beschreibenden Charakter. Genannte Marken stehen in keinerlei Partnerschaft oder Kooperation zu Hidden-Casuals. Die Angabe der Marken erfolgt durch den jeweiligen Autor/Nutzer. Irrtümer vorbehalten. https://www.instagram.com/p/Cp_5jjaI1jJ/?igshid=NGJjMDIxMWI=
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andreablythe · 1 year
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The puzzle game, Unpacking, from Witch Beam studio, has a delightfully simple premise. The player is presented with stacks of cardboard boxes within a series of rooms. As each box is unopened, the player chooses where to place the objects within the home, having to adjust to make sure that each book, t-shirt, collectable, and toothbrush has its proper place. This game is delightful and relaxing in its gameplay and, without the use of dialog or explanations, also manages to tell a lovely story about a woman growing up, finding her place in the world, and discovering and falling out of love. #casualgames #unpackinggame #games #indiegames #puzzlegames #narrativegame #gamelover #gamer #gamereview https://www.instagram.com/p/CoVMXUfP-Gy/?igshid=NGJjMDIxMWI=
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tealfishstudio · 1 year
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After a long week, we decided to hop into some duos no build mode. Here’s the chaos that took place. Can’t wait to play some more!
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adamhousevgd · 5 months
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Giant Spinner of Death: Obstacle course
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Finishing off the year 2023, I decided to try something a little bit new and simple to see how far I come, I made a simple little obstacle course to see if I was missing anything that I already should have learned and improved with making mechanics before making more complex mechanics and design in games.
For the first time, I decided to simply use Cinemachine to test out the smooth virtual camera to follow the player.
The goal of this game is to reach the goal while avoiding obstacles as much as you can before time runs out. Don’t collide too many obstacles, or you lose!
I did the best I could to not overload the player with so many obstacles at a time, otherwise, it would be overwhelming and difficult for them to dodge the obstacles.
I needed to make sure the was enough room for the player to move around and dodge obstacles, especially the dropped obstacles which I intentionally put close to walls so the player can navigate around them a little easier after being dropped. The giant spinner of death I wanted to be the main threat to the player so the player is forced to keep their eyes on it at all times otherwise it will collide with the player and knock them towards another wall or obstacle.
I put a timer in the game to challenge the player to get to the end goal in time before it runs out. It would be a little too easy and not as challenging for the player if there was no timer since they could just wait a long time before all obstacles are dropped and go slow and steady around obstacles.
WHAT I IMPROVED:
Combining 2 strings and an int making into one sentence with a number countdown which is “you have” + “seconds” + “secs left”.
Got into the habit of making code much cleaner to read by separating some code into functions to avoid writing the same code again, So instead It calls certain functions at appropriate times  ( e.g if the player loses by colliding too many objects or time ran out, it calls the function “displayLoseText” to display lose text.
WHAT I LEARNED:
How to set up the virtual camera from the cinemachine package.
How effective it is to make the cinemachine virtual camera smoothly follow the player.
How to turn on and off gravity on game objects by code.
It’s a good idea to start variables with lowercase letters.
Get axis movement is a method.
Delta time makes updating independent by making the time of frames consistent with the user’s computer. It uses the getaxis value multiplys by delta time movement value speed consistent with the user’s computer as it creates a single value.
The spinners that move without using delta time when timescale is 0 will still move. Possibly due to the fact it's not accessing time as it moves on its own.
Using Enumerators to drop obstacles in certain periods of seconds instead of using Time works best if the game level needs to be played again if players lose or win, otherwise the obstacles will not reset is drop counter and drop too quickly because Time has not been reset to zero when replaying the level.
Can change game objects tag names in code.
Tag is actually a property.
OnCollisionEnter is a callback.
Collision is a variable while "other" is a parameter. “other” stores information about what the gameobject might hit and what it might do with that information. I’ve known OnCollisionEnter for a while, but it's good to know more details about it.
Rotate (transform.Rotate) is a method. Methods are in capital letters.
The difference between defining and calling a method.
WHAT WENT WRONG? WHAT I COULD HAVE DONE BETTER?:
I couldn’t get the walls to always stop the player in its tracks, it is a difficult problem to solve. It could be because the player is moving so fast that it can pass through thin walls. I could have made thicker walls.
The player can also pass through walls by holding a move key as soon as the play button on the unity editor is pressed. The player can pass through corners for some reason, I tried to cover the corners as best as I could, but there was no luck succeeding. Thick walls wouldn’t be right for an obstacle course since most of the walls needed to be avoided by the player. So, the easiest solution I did was to add a timer that would pause the game and offer the player to try again if time is up.
When the player moves towards the wall, it shakes rapidly. I tried to see if I could give it a physics material to reduce the wall shaking, but for some reason, it had no effect, so sadly I had to let it go. I will need to find out more about creating physics materials to make it work as intended depending on the game mechanics and player collision.
OVERALL:
Even though I knew most of these data types beforehand, I learned some new details about them which is important for me to understand and how they work so I can work with them (or around them).
I need to get an understanding of some knowledge I may not have known 100% before (e.g. How player cube is not so bouncy on walls) and may need to research more to prevent or reduce the unwanted executions from code.
I could have tested it with a player, but I thought it wasn’t too important for now. The intention was to be more of a programming exercise to see what I know and what I don’t know, not a playable commercial game that the public can play.
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mymrglobp-blog · 1 year
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