Serious Game Development
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HTML5 Game Development
If you’ve been looking to learn how to code, we can help you get started. Here are 4.5 lessons on the basics and extra resources to keep you going. Variables and Basic Data Types In our first lesson we’re going to be taking a look at how to store different kinds of variables. Working With Variables Now that you know a thing or two about basic variables and data types, we’re going to play around with them and see how they work. Arrays and Logic Statements In this lesson we’re going to start with arrays, which are a more complex type of variable, and then move on to for loops and if statements, which let you add conditional logic to your code.
[ In a continuing series of game narrative reviews, Jaddua Ross, a student at The Guildhall at SMU, picks apart the silly, convoluted, and occasionally ludicrous story of Nippon Ichi's Disgaea 3 .] Overview This story, like the others in the Disgaea series, takes place in the Netherworld, a place run by demons and ruled by an Overlord. This installment, however, revolves around the Netherworld Evil Academy, a school for demons that turns the human scholastic system upside down.
Stay awhile and listen... Installation (Ubuntu & Windows) I’m using an Ubuntu 12.04 LTS server, but any OS will do.
Instant Rocket Fuel is a simple html5 canvas game framework written in CoffeeScript. It comes with a time-based loop and has support for sprites, animation and maps. There is a mechanism for input and custom events. It also provides a Vector class and bounding box collision detection. It is meant to be simple and get you quick results even if you haven't done any programming before.
We examine the cross-platform tool's latest features and scalability Creator: Blitz Games Studios Platforms: PC, Mac, PS3, Xbox 360, Wii, 3DS, PSVITA, browser, iOS, Android Seen in : Dead to Rights: Retribution, House of the Dead: Overkill, Wrecked www.blitzgamesstudios.com BlitzTech is a cross-platform game development tool that has been utilised by indies and large studios alike. The tech covers pipelines from an integrated asset management database through visual editor with real-time editing to automatic dependency tracking and deployment into the game. The engine supports ‘high quality graphics’, as well as real-time lighting, shadows and effects, Blitz’s own physics, audio, AI, scripting and network services.
( permalink: funplosion.com/free ) This article has two goals: 1) To give you some basic information to help you in digging deeper and verifying that the "free" stuff you're using in your game probably won't get you sued into oblivion. 2) To provide you with some links to quality free content ( graphics and audio ) to use for prototyping or releasing games, particularly for XNA developers on the Xbox.
Hi! Welcome to Part 3 of my Minimal Pixel Art tutorial. This is the last one of this series & should be fun. Today I'll do some random drawing with you, show some of my favorite techniques for easily making pixel forms that look like something in particular, and also explore some ways in which I draw the same subjects with varying numbers of pixels. I'll probably talk about other stuff as well. If you haven't read part 1 or part 2, it might be helpful to do so first.
This page contains links to art assets for game developers. If you have any suggestions (for new sites to list) or comments (on anything listed on this page already), please let us know in the comments section at the bottom of the page. Free Resources General:
For the last 6 months I’ve been pushing my games through Kongregate exclusively and as I recently won the Project Eden contest (with Drop. ) I thought now would be a good time to share my experiences. So… if you’re unaware, Kongregate pays developers with a share of the advertising revenue earned on your games page. The standard cut to you is 25% , the percentage can vary based on a few things, most importantly exclusivity. Your share goes from 25% to 40% if you don’t put your game anywhere else. How they police this, I’m not exactly sure but I’ve done that for any games that I could.
<a href="http://adserver.adtechus.com/adlink/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Console_PC_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" target="_blank"><img src="http://adserver.adtechus.com/adserv/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Console_PC_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" border="0" width="0" height="0"></a> PopCap's hit strategy game Plants vs. Zombies accomplished a rare feat -- it made casual audiences interested in playing a strategy game, a genre often reserved for only dedicated, hardcore players.
Unlike most talks on the subject, Kongregate used real world numbers and lots of them. The idea is simple, if you are making a game for online play, there are several options on how to generate income from it, some of which work better than others. Many work well, others fall flat, and once again, tried and true wisdom doesn’t come close to some of the things Kongregate was seeing.