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Data analysis in Python with pandas. Ramin Shokrizade's Blog - The Top F2P Monetization Tricks. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. [UPDATE: Alex Dale, the CMO of, has graciously taken his time to clarify a few points related to CCS, and I have edited this paper in a few places using italics to show the updates] Coercive Monetization A coercive monetization model depends on the ability to “trick” a person into making a purchase with incomplete information, or by hiding that information such that while it is technically available, the brain of the consumer does not access that information.

Hiding a purchase can be as simple as disguising the relationship between the action and the cost as I describe in my Systems of Control in F2P paper. This additional stress is often in the form of what Roger Dickey from Zynga calls “fun pain”. Premium Currencies Skill Games vs. Reward Removal Progress Gates Soft and Hard Boosts. Gaming world. Hexagonal grid: Generating the grid | Turn-based RPG with Unity. Why hexagonal grid is better than square grid If even such well established strategy franchise like “Civilisation” adapted hex grids in their latest game, there should be a good reason to use them, right?

Well, there are a couple of good reasons why people choose hex grids. Firstly, in hex grids distance between the center of each hex cell and the center of all six surrounding hexes is the same, while it’s not the case with square grids where the distance from the center of each square cell to the center of diagonal adjacent cells is not the same as the distance to the four adjacent cells the square shares an edge with. Secondly, in hex grids neighbouring cells always share edges. Also, hex grids look cool :) Preparations Generating the grid when the number of hexagons in a row and the number of rows is known Generating the grid when only ground size is known Like this: Like Loading... iTween for Unity by Bob Berkebile (pixelplacement) Above and Beyond Software.

Hundreds of people have already benefitted from the features and performance that Above and Beyond Software's SpriteManager provided to the Unity community. Now Sprite Manager 2 takes advantage of Unity iPhone's new dynamic batching feature and shifts the emphasis toward sprite animation features and ease-of-use. Just a few of the features: Automatic sprite atlas generation Drag-and-drop animation building Visual interface using the inspector (not more coding blind!) Automatic pixel-perfect sprite sizing Support for using non-uniformly sized sprites "...I hardly have to do anything myself anymore. ...

Have a look at how easy working with sprites in Unity can be! Sprite Essentials Managed Sprites SuperSprite class Older videos: Overview Video Sprite Tutorial Video Sprite Timeline Editor Image-based Offsetting. Creating 2D Games With Unity3D Part 1 | Rocket 5 Studios. One of my goals for 2011 is to write at least one new blog post every week. I’m going to kick off that goal this week by starting a multi-part series on creating 2D games with Unity3D. Please feel free to add comments below, especially if you have insight or questions about making 2D games with Unity3D. Part 2 of the series is now available here. Introduction There are tons of different ways to handle creating 2D games in Unity3D. One way would be to make “flat” 3D objects in a 3D modeling package like Maya. Another way would be to create 2D images (sprites) in an image editing program like Photoshop.

Tools For sprites, I use Sprite Manager 2 which is a 3rd party Unity plugin – you can purchase SM2 on the Above and Beyond Software website or from the Unity Asset Store. There is also a free version of Sprite Manager which you can read about in this Unity Forum post. Be sure to watch the tutorial videos on the AndB website as they’re loaded with information on how to use SM2. Main Camera. Make A 2D Game in Unity3D Using Only Free Tools Part 1 | Rocket 5 Studios. In this iDevBlogADay post, I’m going to kick off a new tutorial series that’s aimed at making a 2D sprite-based game in Unity3D using only freely available tools, scripts and plugins. This isn’t the first 2D in Unity3D tutorial series I’ve done here – I previously did a 5 part series that used Sprite Manager 2 for the sprite display and animation duties.

This time around, I want to show you how to make a game basically for free and I’m going to up the ante in this new series by adding in some other great plugins like iTween and A* Pathfinding. Over the course of this series, we’re going to recreate one of my all time favorite C64 games: Lode Runner! I always wanted remake Lode Runner for my own amusement but also as a way to try out some things I haven’t figured out how to do yet – like creating an AI that can follow the player on ladders.

In this first installment, I’m going to introduce you to the tools we’ll be using and show you how to set them up in Unity. Tools: Installing iTween: News ~ Beldarak's World. Hey ! Salut vous ! Comme (pratiquement) chaque semaine, voici quelques news de Song of the Myrne. L'éditeur Tout d'abord l'éditeur de niveaux est terminé ! Il fonctionne globalement comme Paint.

Merci à Mativer de m'avoir codé ça vite et bien, créer les donjons à la main dans un fichier texte n'était pas la chose la plus agréable au monde ;) Il permet de créer assez facilement des fichiers de maps qu'on peut ensuite lâcher dans un dossier du jeu pour qu'ils soient éventuellement utilisés lors de vos parties. Cliquez sur les images pour les voir en grand Le Myrnedit A gauche: les murs et le sol A droite: Les objets, pnj, coffres, etc etc...

Ce donjon doit spawner un et un seul PNJ. Le jeu va également spawner des coffres à des positions prévues pour, mais pas sur toutes, il va faire ça au pif. Ex: vous retrouvez le PNJ et bien content de vous voir il vous laisse le raccompagner jusqu'à la sortie, tout le monde est content. Des quêtes ...Ou alors ce sont des evils nécromanciens, qui sait... [Pseudo-Tutorial] Faire de la 2D avec Unity 3D ~ Beldarak's World. [Edit 26/01/14 - Cet article a été écrit avant le lancement de la 2D sous Unity, il y a pas mal de nouveaux outils maintenant ce qui rend ce tutorial un peu obsolète je pense, mais personnelement je travaille toujours comme ça] Salut tout le monde, billet conseils aujourd'hui. Donc non, ceci n'est pas du tout un tutorial mais plus quelques pistes de réflexion si vous comptez faire un jeu en 2D. Aujourd'hui j'ai reçu un MMS par email (le mooonde change !!!

Nooooooooon) et n'ayant pas d'informations sur l'auteur (à part que c'est un numéro SFR) et du fait que je ne puisse pas répondre (pour une raison inconnue, mais bon, connaissant SFR ça ne m'étonnerait pas qu'ils bloquent mon message juste parce qu'il vient de Belgique), il ne me reste qu'à supposer qu'il a été envoyé par un fidèle lecteur de ce blog^^.

Voilà, s'il se reconnait, la réponse à sa question précise est en fin du billet vu que je me suis un peu emporté en écrivant l'article. Choisir ses axes de travail L'éclairage La caméra. Untitled. It should be fairly easy to do. Instead of using the built-in gravity, just implement your own. You first need to set the Use Gravity to false.

Then, you would just apply this script to your objects: using UnityEngine ; public class ReversibleGravity : MonoBehaviour { float gravity = - 9.8f ; void Update () { rigidbody . velocity . y += gravity * Time . deltaTime ; } public void ReverseGravity () { gravity = - gravity ; } } The slightly harder part would be orienting your character correctly without it "snapping" to the new gravity orientation. I would use spherical interpolation on the Up vector of your objects, like so: Vector3 targetUp = new Vector3 ( 0 , - 1 , 0 ); float damping = 8 ; transform . up = Vector3 . [Pseudo-Tutorial] Faire de la 2D avec Unity 3D ~ Beldarak's World. WWW. Plugins (Pro/Mobile-Only Feature) Unity has extensive support for Plugins, which are libraries of native code written in C, C++, Objective-C, etc.

Plugins allow your game code (written in Javascript, C# or Boo) to call functions from these libraries. This feature allows Unity to integrate with middleware libraries or existing C/C++ game code. Note: On the desktop platforms, plugins are a pro-only feature. For security reasons, plugins are not usable with webplayers. In order to use a plugin you need to do two things:- Write functions in a C-based language and compile them into a library. Create a C# script which calls functions in the library. The plugin should provide a simple C interface which the C# script then exposes to other user scripts. Here is a very simple example: C File of a Minimal Plugin: float FooPluginFunction () { return 5.0F; } C# Script that Uses the Plugin: @DllImport (DLLName) static private function FooPluginFunction () : float {}; Creating a Plugin Further Information. iPhone & Unity3D: Integrating 3rd Party Static Libraries in Unity3D Generated XCode Projects - SCIO Development Blog.

Deploying for iPhone from Unity3D can be a little bit tricky, especially when customised code or 3rd party libraries are part of the project. So I decided to publish my own little check list and some hopefully useful information. In general I recommend the newest Unity3D version you can get (3.4 at time of writing) because there were some problems in Unity3D 3.3 leading to a bunch of errors and warnings. Start My environment for getting the app up and running: Unity3D 3.4XCode 4.02iOS 4.3.3Some 3rd Party static library. In my case it is libm3SysLib.a and its header file m3SysLib.h. First of all you have to check your build settings (File / Build Settings, button Player Settings): Before 3.4 the target platform for armv7 was called "armv7 iPad only" which is pretty confusing as iPhone 4 was supported very well. Pressing "Build And Run" pops up a file chooser dialog for selecting output folder where to generate all XCode related stuff.

First Steps in XCode Finished. Make Your Own Game with RPG Maker. Continuous Mobile Innovation | The Mobile First Platform. Marmalade Quick | Marmalade. Mobile Applications Development, iPhone & Android App Development | Marmalade. 17. Unity Tutorial, DOORS - Create a Survival Game. 18. Unity Tutorial, Player Health - Create a Survival Game. What Spriter Artpacks will do for game making. Turbulenz – Un moteur de jeu HTML5 open source. Turbulenz – Un moteur de jeu HTML5 open source Si vous vous intéressez un peu au secteur du jeu vidéo en HTML5, vous serez surement ravis d'apprendre que la société Turbulenz qui édite plusieurs jeux a décidé d'ouvrir le code de son moteur de jeu HTML 5.

Ce moteur vous permettra de créer des jeux 3D ou 2D HTML5, aussi bien à destination des ordinateurs que des tablettes, des smartphones, voire même des consoles. Le moteur de Turbulenz se veut être performant, modulaire et personnalisable. Et je veux bien les croire, car d'habitude, quand je teste un jeu HTML5, mon ordinateur se mets à souffler assez vite à cause du navigateur qui fait plafonner le CPU à 99% si pas plus. Voici d'ailleurs ce que ça donne une fois le résultat achevé. Vous pouvez télécharger le moteur de Turbulenz sur Github ou tester quelques jeux ici.

Bonne création ! Source + Source Vous avez aimé cet article ? Cocos2d. LÖVE - Free 2D Game Engine. AGK App Game Kit. Adventure Game Studio | Visionaire Studio. The easiest way to create an adventure game! The only thing you need is some creativity and imagination, and after a bit of playing around with the program you will soon see your first results! • Loads of References • Easy Handling • Helpful Community • Several Drafts available You don't need programming skills!

The main purpose of Visionaire is to empower fans of adventure games to create their own games, without requiring extensive programming skills. Visionaire Studio is easy and flexible The visual editor of the “Visionaire Studio“ authoring system was created with a clear layout and intuitive user interface in mind. PopCap Games Framework v1.3 | Free software downloads. PTK 2D Game Engine for Mac os X and Win32. GameMaker: Studio™ | YoYo Games.


Lee Stemkoski. Torque 2D is an extremely powerful, flexible, and fast open source engine dedicated to 2D game development. The MIT licensed version of Torque 2D is now available on GitHub. Cross Platform Development at Its Best Torque 2D was developed with OS X, Windows, and iOS devices in mind and works equally well on all the platforms. As with all of our products, Torque 2D includes the complete C++ source code to the engine and many example toys. Graphics Torque 2D's powerful rendering is perfectly suited to achieving a great looking artistic style. Behaviors Torque 2D allows users to share snippets of code easily using behaviors and modules. Scripting Torquescript is a fast and easy to use C++ like scripting language that ties all of the various elements of a project together.

Most game functions can be programmed in Torquescript, and engine additions such as physics or intense AI coded in C++ are called from script. Physics Torque 2D uses Box2D as its physics system. Sound Older Versions. GarageGames/Torque2D. Game Engines. The Best Game Engines for Indie Game Developers | Gavalakis Vaggelis. People very often want to make a game either for fun or to sell it later. Very often small teams are made and begin the discussion about their new game. It has happened to me before many times and where I utterly disagreed with others, was in the subject of choosing a game engine.

Most offen, the programmer or programmers of the team decide they make their own game engine. I personaly believe that the people in any game project should consider their goals. Is the goal to actually make a game? Because if it IS to make a game, then there is no reason for them to reinvent the wheel. In conclusion there are many game engine for a team to consider using. Unity3D Unity is probably the best choice for indie developers right now, that want a multiplatform development without complications. Unity Indie is free though it’s missing many features, while Unity Pro costs 1500$. GameStart3D Gamestart3D seems a nice choice. Shiva 3D Leadwerks Engine Graphically, Leadwerks Engine is state of the art.

Cocos2d for iPhone. Top 5 - Game Engines Of The Future. Six Different 3D and 2D Iphone Game Engines. Since there always seems to be so many people asking on forums about iPhone game engines, and keeping with the theme of my last two posts I thought I would start keeping a list. To begin with these are the ones that I know of (in alphabetical order): Cocoas2D – 2D Game Engine, Open Source, LGPL iTGB for 2D Games – 2D Game Engine, Commercial, Min. cost $500 OOlong Engine – 3D Game Engine, Open Source, MIT License SIO2Engine – 3D Game Engine, Open Source, Payment or flash screen on game requiredSton3D for Iphone – 3D Game Engine, Commercial, Min. cost approx. $250 (based on current conversion rates) Unity3D Engine – 3D Game Engine, Commercial, Min. cost $199 + $399 If you have any exprience using any of the above engines in development please post any opinions you have.

If you know of any other 3D or 2D engines available for iPhone developers then please post below. Realmaze3D. Brackeys.


GUI. 3D Modelling. Is there a SDK for 2D games that will deploy to PC, Flash and Android? Best 2D SDK for C++ newbie? Index - Haxe. PowWeb. Rampant Gaming! :: View topic - 2D Game Engines / SDKs.