April 2011
1 post
February 2011
2 posts
Super Mario Bros 3 Level Design Lessons →
January 2011
2 posts
Prototyping: You’re (Probably) Doing It Wrong →
Troll-o-Paddles needs audio developer
pctroll:
English and Spanish content. Contenido en Inglés y Español.
English:
Troll-o-Paddles is a humble game I developed with another friend. We need an audio developer in order to do what he/she does best and help us with the project. The game is a metal-stylish version of Pong. Your name will appear on the credits screen, README file and any website we upload the game to, in order to...
December 2010
4 posts
If you want to develop games, nothing is stopping you. You can find the time....
– Jay Barnson on “How to build a game in a week from scratch with no budget” (link). (via pctroll)
Less Talk, More Rock →
pctroll:
An interesting article about game design that is somewhat being left behind by modern commercial approaches.
1. Get the idea. 3. Work on it!. 2. Make decisions.
…proceed from 1 to 3 to 2. Go right from the inspiration — the vision — to actually making it. Don’t think it through. Don’t talk about it. Don’t plan it. Dive in and start making it happen. If you do that — if you can...
The Ren'Py Visual Novel Engine →
Ren’Py is a visual novel engine that helps you use words, images, and sounds to tell stories with the computer. These can be both visual novels and life simulation games. The easy to learn script language allows you to efficiently write large visual novels, while its Python scripting is enough for complex simulation games.
Lost Garden: Steambirds: Survival: Goodbye... →
November 2010
1 post
How Flash was used to aid the iOS game Trainyard →
October 2010
1 post
Big Bucket - Retro 8-Bit Retina Display Support →
There are a couple of points in the graphics pipeline where I could do the doubling. I could draw everything to the OpenGL UIView at 1:1 and then double the size of the UIView (specifically, the UIView’s underlying CALayer). But this is not what I do. Instead, I configure glOrtho with a rectangle that it is half the size of viewport. The projection is then stretched out to fill the viewport.
September 2010
1 post
Iwata Asks: Super Mario Bros. 25th Anniversary →
July 2010
2 posts
Stencyl →
Create Flash/Flixel-based games with a game creation tool!
LÖVE - Free 2D Game Engine →
April 2010
1 post
Akihabara →
Framework for creating games using web standards.
February 2010
1 post
Real-Time Rendering · DICE Publications Page (and... →
September 2009
1 post
Harmonix's failures →
andyjih:
I always find it far more interesting to hear about how a company stumbled about before it struck gold.
August 2009
6 posts
Building Buzz for Indie Games →
Browser makers go for WebGL →
“At today’s sessions of the SIGGRAPH computer graphics conference in New Orleans, a group of hardware and software makers that includes browser makers Mozilla, Opera and Google announced their plans to deliver built-in 3D graphics in Web pages that won’t require a plug-in or add-on to the browser.”
July 2009
7 posts
The Experimental Gameplay Project is back! :-) →
Flash Love Letter (2009) Part 1 →
Ads are a good secondary source of revenue, but surely there are richer sources of revenue? There is an obvious one, used for decades by all other game industries…why not ask the players for money?
How to Pick Indie Game Collaborators: 11 Things to... →
If you’ve read any book on getting into the game industry, every single one of them will urge you to join a modding or indie group as the best way to get noticed and develop a portfolio. As the “why” has already been extensively covered, I won’t be rehashing that here.
Unfortunately, books usually stop there at the “why”, and don’t talk at all about...
Source Code For Over A Dozen 7600 Games Released →
Aren’t you glad that in this day and age we don’t have to write code like this:
START LDA #$00 ;START GAME PLAY STA AUTOPLAY JSR GAMEINIT JSR READY ;PUT PLAYER READY UP LDA #$00 ;SET UP STARTING TUNE JSR DOTUNE LDA #$01 JSR DOTUNE STLOOP JSR SEEBNORM LDA TUNON ...
Raph’s Website » Gaikai Video Demo →
If this is happening now, in 2019 downloading and installing games could be kind of a joke.
June 2009
13 posts
Indie games: Still Too Cheap. Getting Cheaper. →
Zero Budget Indie Marketing Guide →
I don’t care how good you are at programming, finding bugs, whatever. If you’re...
– Catherine Powell (via Signal vs. Noise)
Garry’s Blog - How is Google’s v8 Javascript as an... →
Faster than regular Lua, slower compared to LuaJIT. Still, JavaScript notation is a little more sane than Lua’s.
Tween Module for Adventure Game Studio →
I created this module for the most popular graphic adventure game engine out there.
I felt Adventure Game Studio needed some kind of easy-to-use programmatic “tweening” system, and if it was offered, some of the AGS developers can make much more juicy effects for their games.
Why “next-gen games” went gray, brown, and grey →
Sketch it up in ICEC 09!
darkana:
My dears, friends and online awesomeness…
It is my joy to inform you that the Sketch it up project is going to be in the 8th International Conference on Entertainment Computing (ICEC), that is going to be held in Paris, France in september of this year.
Sketch it up is a project that my friends (Daniel, Camilo, Manoj, Bulut, Theyab) and I worked on last semester (which Daniel and I...
Konami Code Sites →
Adobe Flex is now Adobe Flash Builder →
Stuff and Things and Monkey Island →
Ron Gilbert, programmer and creator of Monkey Island, points to some fun development stuff during the game production, in his announcement of the remake of MI and the release of Tales of Monkey Island, the new episodic adventure from TellTale Games.
May 2009
4 posts
Do Your Job Well, Please →
A rant from a developer to a game journalist.
Rapid Prototyping Framework by 2D Boy (The... →
I coded both Karateka and POP [Prince of Persia] in 6502 assembly language.
– Jordan Mechner. See this link for some code samples!
February 2009
5 posts
Intelligent Design →
Francisco Souki’s blog, long time friend and graduate student at the Entertainment Technology Center @CMU. Blogs about videogame design, gameplay mechanics, storytelling, and other interesting stuff.
Be sure to read it (and add it to your reader if you’re interested in these subjects)
In C++ it’s harder to shoot yourself in the foot, but when you do, you blow off...
– Bjarne Stroustrup (This happened to me at work today.) (via edmundito)