I guess you means something like Balatro? I've no experience with making such games, so it's not something I would attempt to write a tutorial for. I think the biggest challenge would be implementing the rules (of which there could be dozens). Also, one would need to teach the AI such rules, and ensure it was able to play fairly. Not a simple game to make, unfortunately!
Parallel Realities
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The asset pack contains the source code and assets for all the tutorials listed here:
https://www.parallelrealities.co.uk/tutorials
So, that would be:
2D shoot 'em up tutorial
2D top-down shooter tutorial
2D platformer tutorial
2D adventure tutorial
2D vertical shoot 'em up tutorial
2D run and gun tutorial
Roguelike tutorial
Medals (Achievements) tutorial
2D turn based strategy tutorial
2D isometric game tutorial
Mission-based 2D shoot 'em up tutorial
Sprite atlas tutorial
Working with TTF fonts
Widget tutorial
Lookups
Map editor tutorial
They are all divided up into their individual parts, too.
A new tutorial is being added tomorrow, one that will show the reader how to create a simple Santa Claus game.
The source code contains everything that is needed to build and run each part, of each tutorial. It includes all the assets (data, music, sound, etc) that are needed.
One could work through the tutorials on the site, and copy the code from there in your own project, but you may find it much harder to work with than having the complete source available, that can be built and run using cmake.
SDL2 Shooter 3 is a great example of where having access to the complete source is a boon, as that tutorial is massive!
Thanks! Nice spot. I've updated the PPP tutorial to fix this. The code is now:
defs.h:
#define MAX_TILES 8
map.c:
static void loadTiles(void) { int i; char filename[MAX_FILENAME_LENGTH]; for (i = 1 ; i < MAX_TILES ; i++) { sprintf(filename, "gfx/tile%d.png", i); tiles[i] = loadTexture(filename); } }
That should all work now (unless I've somehow introduced another bug somehow..!)
v1.0.2 has been released:
- Added missing .desktop file
- Update text referring to touch screen controls
- Added grenade counter stat and display, to aid with grenade combo trophy
- Games are now saved atomically, to mitigate save data loss
- Laser traps will not kill victims alive forever and block saving
- Misc. crash and cosmetic fixes and updates
If you could file some bugs on GitHub:
https://github.com/stephenjsweeney/blobwarsAttrition
When you pick up the heart, does the game show a trophy alert? It could be a problem trying to save a screenshot (you can turn this off in the options screen). I'll see what I can find out with the controller bugs. I used a single stick SNES-like controller for development.