It is once again time for a prototyping challenge! The rules are the same. You are an elite programmer that wants to make something fun without spending ten years in art school learning how to draw stick figures. This time, we are tackling an ancient, yet still fascinating, genre that is long overdue resurrection: The God Game. Back in the day, there was a game call Populous where you played a god. I've divided the challenge up into two sections. Challenge Part I: Core MechanicsHave you ever experienced the simple joy of sorting your Legos? As with all mechanics, the written design is a starting point. The mapThe land starts out with randomly sorted PlanetCute prototyping tiles, piled up to five levels deep. There are several types of tiles: Basic tiles: There are a few basic tiles, grass, dirt, water.Rare tiles: Each basic tile has a rare analogue such as emerald, ruby or sapphire. Prayer listAlong the side of window is a list of patterns that various villagers want you to build.
Related: References et textures
Indie ResourcesOn the 30th July 2014 the site got updated, restrutured and redesigned… however the update is still not finished and thus this new Indie Resources overview page is partly incomplete. In case you are missing something you can still check out the outdated old Indie Resources page until the update is complete. Thank you for your understanding. (Game Making Tools, Game Design, Postmortems, Programming, Project Management…) (Create/Download Graphics, Hire Graphic Designer…) (Create/Download Sound + Music, Hire Sound Designer/Musician/Voice Actor…) (Distribution of Game via Payment Processor, Digital Store, Free File Hoster…) (Starting & Running A Business, Game Revenue, Postmortems…) (released…but still unfinished. rest of the articles will be added in the next few days.)
3D RAD - Free 3D Game Maker | Learn How To Make a 3D Game FAST!Mochi Media - Developer FAQThe effective cost per 1000 impressions, or eCPM, allows you to understand how much money you have made in the past per thousand views and the variety of ads that have shown in your game. Our money comes from advertisers in different forms. Sometimes they buy per view, per click or per action of the ad in your game. Your eCPM will fluctuate throughout the day based on your traffic and our ad inventory.Aris Kolokontes art.So Here Are My IdeasEdge ScrollingEdge scrolling is used in many of the real time strategy games where the layout is usually big. This is a feature in which the user can scroll through the layout with very little effort, just by moving the mouse cursor to the edges of the viewport. This feature can be reproduce in Construct 2 by making use of the mouse object, a few system expressions and optionally a global variable to customize the scrolling speed. You can see a demo of the edge scrolling here.You may download the Construct 2 project file here. Basic edge scrolling To begin with, the mouse object should be added to the project using the insert new object dialog. and the Mouse expressionsMouse.AbsoluteX, Mouse.AbsoluteY will be used. And the following set of events is all that is needed to have a basic edge scrolling feature: Note: If the outcome of the above events looks obvious to you, you may want to skip and move on to the next page to see how this can be further optimized. Similarly for the other 3 sides it would be:
Mochi Game Developer Fund#ConceptCraniopagus Blog on deviantARTRandom Dungeon GeneratorA Brief History I began working on my dungeon generator sometime around 1999. It was originally hosted on the demonweb (my personal home page), moved to the Dire Press website in May 2006, and then to the donjon website in Sept 2009. How it Works A dungeon is constructed on a grid, with columns and rows numbered starting with 0. In code, the dungeon is represented by a two-dimensional matrix of integers. Rooms Of the several room layout options, scattered is the simplest. Placing Rooms The relationship beteen room, perimeter, and entrance. To place a room, the generator randomly determines dimensions and location. Next, the generator calculates a reasonable number of entrances based on the room size, then attempts to place that number of entrances in the room boundary. Other Layouts The sparse layout is similar to the scattered layout, but attempts to place a much smaller number of rooms. The complex layout is, obviously, the most complex. Corridors Caverns Imaging Source Code dungeon.pl
On Screen Touch Controls For Button GamesIf your a newbie to C2 then this will probably be a hard task for you until you read around or post a thread asking about it. How To Do It:Basically what you have to do is use the press of something to simulate control of an object. To do this you can maybe add arrows keys on the screen of your game then add a touch event for "is touch" to the image file. If you don't like arrow keys you can create see through png files position it on the screen then simulate a control when it is pressed. In the picture below i have created two see through png files in Photoshop. Here is the event sheet for it:
Mars Colony Online SimulationMars Colony is first most a simulation, secondly entertainment, and thirdly bound by the laws of the game engine, 3D rendering technology and the capabilities of the designer and artist. As such, there have been a lot of interesting discussions lately around artwork. Namely the juxtaposition of object artwork in a imaginary facility on Mars, that closely tracks the mechanical requirements of the simulation, and meets the bar of quality and realism set by the game’s designer. As such, then objects that are interacted with, must meet certain criteria – but especially the nebulous “It must look right.” Fortunately there is public information on visionary ideas of what colonization of a planet like Mars might be, but a strong lack of DETAIL. Beyond DETAIL, there are the mid-ground elements, like duct work, clutter and graphics on the habitation unit panels. Then comes the background. To that end, we know, somewhat what the surface of Mars looks like.
Velo Towers Design Project (+ VIDEO)An unusual Velo Towers design project by Asymptote Architecture promises to become a significant architectural landmark of Yongsan Park, South Korea. The structure is composed of dynamic arrangement of stacked and rotated volumes from formal to conventional extrusion of mass. Velo Towers feature unconventional design due to skilful fusion of the typical tower architecture into horizontal and vertical configuration.