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Indie-Resource.com

Website update and New content Written by Administrator Friday, 14 January 2011 20:57 Updated the website. Comments welcome in the forum. Also added profile pages with a buddy system and a blog. I am not sure I like the blog.

http://indie-resource.com/

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So You Want to Be a Game Programmer? I often get email from people looking to get their first job in the game industry asking me for advice. What are companies looking for in candidates for entry-level programming positions? How come it’s so difficult to land a job? Opinion: Indie Game Design Do-s and Don't-s: A Manifesto [Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.] One of the most common questions I'm asked in interviews is, "Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?" Well, I actually answered it this time: I came up with this list of indie do-s and don't-s. Now, I'm going to make clear that I'm not perfect and I'm sure as the years go by this list will change.

Ludum Dare Ludum Dare 29 Theme Slaughter!! April 10th, 2014 1:16 pm With over 3000 themes suggested by the community, how do we make that more manageable? With this! It’s like hot-or-not for Ludum Dare themes. Click the graphic above, and keep clicking until you can click no more! A Video Game Development Blog November 17th, 2008 Posted in Reviews, Featured | No Comments » A Digital Dreamer takes a close look at this gem of a PS3 game that every designer should take the time to play. We had heard a lot of great things about LittleBigPlanet for the Playstation 3 months before it was released. We heard things like the way the characters were designed and showed emotions brought instant smiles on the faces of pretty much anyone who had a chance to play it.

Getting Started How long have you dreamed of making a video game? Video game development is a substantial industry, employing over 40,000 people in North America alone. But while many people daydream about working in game development, few have the chops to follow through and take action. let's talk about jumping This article conveniantly leaves out a few points when comparing games to bias one's opinion towards his point of view. Examples: The original super mario brothers had a built in "run faster than should be possbile" button. Holding down the fire button makes you run. As soon as you figure this out it becomes ridiculous to not run constantly and thus you are holding down a button the ENTIRE GAME, when it would have simply made more sense to make mario run that speed constantly and use the fire button to slow down. In both mertroid and zelda games, the add on's had nothing to do with the puzzle and challenge as we (originally) didn't know what add-ons were in the game or what they did.

RB Whitaker's Wiki: Welcome Welcome to this website! This started out as a temporary location for my tutorials and projects, which has become quite popular, and as a result, fairly permanent. As long as Wikidot keeps cooperating with me, I'm planning on staying here. This site is designed as a place to help you get going with game development (or just software development in general) and provides you with tons of free amazing tutorials, software, and resources for you to use. Take a look at my XNA Tutorials as well as my MonoGame Tutorials, and my Realm Factory program, which is a basic (free) level editor for XNA.

VideoTutorials Search public documentation: VideoTutorials 日本語訳中国翻译한국어 Features - Tiled Terrain In this article, I'll examine some of the issues you may want to consider when starting to create a terrain tile set for a game. When done well, the terrain becomes a believable world in which your characters come to life. The user will simply accept your work as part of the natural backdrop. Often, the best compliment for a good environment is that it doesn't call attention to itself. As the terrain artist, you may not have a ton of texture memory space to deal with, so it's always a good idea to figure out how to stretch your budget as far as possible. Obviously, the larger the number of base texture tiles, the more random (and hence natural) the terrain will look.

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