romerorhgames.blogspot.com
RH Games: TABLE OF CONTENTS
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ROGUE and Tai Yang. Subscribe to: Posts (Atom). Picture Window template. Powered by Blogger.
mina2pascal.blogspot.com
Mina 2: SUMÁRIO
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O jogo Mina 2 com código fonte em Pascal pode ser baixado no link: Mina2.zip. Exemplo de um Jogo em Pascal. Modo Texto em Pascal. Uso de Arquivo para os Recordes. Compartilhar com o Pinterest. Fundador da RH Games, primeira empresa de desenvolvimento de jogos do Pará, e fundador do Beljogos, grupo paraense de desenvolvimento de jogos eletrônicos. Visualizar meu perfil completo. Exemplo de um Jogo em Pascal. Modo Texto em Pascal. Tema Janela de imagem. Tecnologia do Blogger.
romerounrealscript.blogspot.com
Romero UnrealScript: UnrealScript Syntax
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Monday, October 10, 2011. The syntax of a programming language defines the format of its expressions and statements. UnrealScript has a syntax similar to C/C /Java, making it easier to learn. If you know nothing about programming, I recommend that you learn the basics of programming and object orientation before starting with UnrealScript. The image below is a quick reference known as UnrealScript Cheat Sheet. Romero Blueprints (Unreal Engine 4). Setting Up Notepad for UnrealScript. Using Variables in Un...
romerounrealscript.blogspot.com
Romero UnrealScript: Drawing the HUD (UnrealScript)
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Friday, November 11, 2011. Drawing the HUD (UnrealScript). HUD (Head Up Display) is a kind of panel used to display information to the player using image and text. There are two ways of drawing the HUD, the most common is using a Canvas class that has functions to draw graphics and text. The other option is using the Scaleform GFx. That integrates scenes built in Flash into the UDK. The image below shows the HUD subclasses in UDK:. Now we need to create a subclass of GameInfo. HUD (Head Up Display) is a ...
romerounrealscript.blogspot.com
Romero UnrealScript: ActorComponent (UnrealScript)
http://romerounrealscript.blogspot.com/2011/10/actorcomponent-unrealscript.html
Friday, October 14, 2011. ActorComponent is a base class used for components that can be attached to an Actor. For example, we have a component that defines the 3D model (mesh) of an Actor. There are components related to image, lighting, audio. There is a way to create an instance of a component inside the class's DefaultProperties block, as we will see in the next code sample. Then create a simple class that extends Actor as follows:. The image below shows our new Actor in the UDK editor:. The second e...
romerounrealscript.blogspot.com
Romero UnrealScript: Exploring the UnrealScript source code with UnCodeX
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Friday, November 25, 2011. Exploring the UnrealScript source code with UnCodeX. The largest and most updated reference about UnrealScript is the source code that comes with the UDK. But sometimes it's difficult to follow the source code and understand the relationship between the classes. To help in this task we will use a tool called UnCodeX. Which was developed by Michiel 'elmuerte' Hendriks, and can be downloaded on the project page. I used the static mesh of " Jump Boots. OK" to start the search.
romerounrealscript.blogspot.com
Romero UnrealScript: Using Timers in UnrealScript
http://romerounrealscript.blogspot.com/2011/10/using-timers-in-unrealscript.html
Friday, October 21, 2011. Using Timers in UnrealScript. Timers are counters that exist in the Actor class. Each timer has a function that is called when the timer finish counting. Let's see a very simple example of Timer that counts 3 seconds and then explodes :). Class SimpleTimer extends Actor placeable; event PostBeginPlay() { SetTimer(3); } function Timer() { / this command writes a message on the screen worldinfo.game.broadcast(self, "KABOOM"); }. Execution time in seconds;. 0; } function. To test t...
mina2pascal.blogspot.com
Mina 2: Janeiro 2013
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Segunda-feira, 7 de janeiro de 2013. Chegamos ao final deste blog. Para acessar de uma forma fácil todas as postagens utilize o SUMÁRIO. Se você estiver interessado em conhecer mais sobre a área de desenvolvimento de jogos dê uma olhada em diversos materiais didáticos que eu já produzi nesta área. Vou comentar sobre alguns deles. Contém 20 apresentações voltada para iniciantes na área de desenvolvimento de jogos e aborda diversos conceitos fundamentais de Game Design. Criei uma série de 40 artigos em por...
mina2pascal.blogspot.com
Mina 2: Movimento e Colisão
http://mina2pascal.blogspot.com/2012/12/movimento-e-colisao.html
Sexta-feira, 21 de dezembro de 2012. Nesta postagem vamos comentar sobre diversas procedures que são responsáveis por movimentar os jogadores e as bolas e testar a colisão do jogador com diversos elementos do jogo. Estas procedures são chamadas a partir da procedure jogo. Movimenta os jogadores baseado no valor da variável "direcao" que recebe seu valor atual na procedure controle. De acordo com as teclas pressionadas pelos jogadores. O movimento das bolas é feito pela procedure movebola. As bolas se mov...