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Make Games
Note: This tutorial was created in 2007 for my personal website. Some small tweaks have been made since then, but nothing too significant. In this 10-step tutorial, I’ll teach you how to create a “sprite”, which is a stand-alone two-dimensional character or object. Creating pixel art is a skill I picked up because I needed graphics for my games. This pixel tutorial was created many years ago to teach people the basic concepts behind pixel art, but I’ve streamlined it a lot since its first incarnation. Keep reading Related:  jeux videosMore 5indie gaming blogs

Créer un jeu vidéo Make Games - Pixel Art Tutorial Create an Isometric Pixel Art Apartment Building in Adobe Photoshop If you've been following this series of tutorials, you may already have a neighborhood block with (slightly) different houses and cars. Let's continue to grow our city, but this time vertically; we'll be making a building multiple stories high. As usual, we'll use our character as a sort of yardstick to find a reasonable height for each floor. Dimensions don't need to be completely realistic; it's better for buildings to be slightly smaller so that characters still get to stand out on the canvas. Place your character next to a surface line and, to be mindful of the texture we'll add later on, make many copies of this line with regular spacing in between so you have a wall of lines that stops at the desired height for one floor. As with the wooden textured house, I have left three blank pixels between each line. We've got the height for our first floor, so now let's define the length—it may be a bit more or less than the length of the house. Looking nice enough! What I have here is:

L'algorithmique Pour aborder le sujet de l'intelligence artificielle demandé par Yus, je suis obligé d'introduire la notion d'algorithme. C'est pourquoi, plutôt que de d'embrouiller les gens expliquant briévement le principe de l'algorithmique (ou algorithmie) entre deux exemples d'intelligence artificielle, je préfére aborder et expliquer clairement et immédiatement ce qu'est l'algorithmique.Certains d'entre vous connaissent sûrement ; toute personne se considérant un minimum informaticien, se doit d'en connaître les bases ; d'autre vont complétement découvrir ce "langage" et c'est pour eux que cet exposé est destiné. Tout dabord, inutile de s'affoler, en dépis de sa 'complexité' phonétique, l'algorithmique est un langage qui est à portée de l'homme puisqu'il n'existe que pour nous faciliter la compréhension de problèmes complexes. Il existe plusieur niveau d'algorithme, une infinité si on le désire, dans notre cas nous en expliquerons 3. Algorithme de niveau 0 : Code: Très compliqué n'est ce pas ?

Indie Resources | PixelProspector - the indie goldmine On 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.)

Game Development with Unity 2D - part 1: The Battle of the Teutoburg Forest - Design a Game In this episode of our voyage in Unity 2D development, we create the first version of our Battle of the Teutoburg Forest. Here are Part 0, Part 2, Part 3, Part 4, Part 5. In this first video we see the basics of Unity 2D sprites and animations (as provided in Unity 4.3 and following), and a base class structure for a strategic game. This is not a tutorial, as the latter assumes an expert Unity developer talking: I consider this just a shared experiment, and it would be great to get feedback (on Twitter I’m @ppolsinelli). Here is the video (but its probably better to see it in HD and fullscreen here): Previous episode (only notes, no video) here. Download & sources Complete project download: Class (“scripts”) sources on GitHub: Tools used Get Unity, Pyxel Edit.

Vendre un jeu, puis le concevoir | L'oeil du Game Designer Lorsque s’écrit la dernière ligne de code, avec le tout dernier point virgule du programme, il est déjà trop tard pour se poser la question : “Comment vais-je vendre mon jeu ?” Une telle interrogation, ça me donne envie de dessiner comme un pied d’ailleurs : La vente d’un produit, quelqu’il soit, est un aspect qui doit être pris en compte à l’ouverture même du projet. Un jeu vidéo est un produit de divertissement, qui doit trouver son public en lui offrant une expérience, de qualité au moins égale à ce qu’il en espère. - Style de jeu - Plateforme / Support - Modèle économique (Free to play, abonnement, prix fixe) - Tendances culturelles - Profil visé (Ménagère, hardcore gamer…) - Type de marketing - Concurrence - Il y en a beaucoup d’autres, qui dépendent de chaque projet… Plusieurs agences fournissent des études chiffrées très intéressantes sur le marché du jeu vidéo et ses tendances. Agir dans l’ordre, les contraintes d’abord Se dessine un arbre de possibilités et un marché C’est cuit !

The Big List Of Pixel Art Tutorials | PixelProspector - the indie goldmine The Big List Of Pixel Art Tutorials On this list you will find a few links to pixel art related stuff…Update: All below mentioned tutorials can now be found on PixelArtus moreover there is also another big list about Drawing and Animation. Pixel Art Freelance Guide Pixel Art Freelance Guide (Adam “Atomic” Saltsman) Graphic Style Analysis Tutorials About Glowy Graphics Voidscapes are the final frontier of videogames "I like that in 2D jRPGs house interiors are surrounded by this immense black void." - Stephen Murphy, a.k.a. thecatamites Out of complete coincidence, Todd Luke and Pol Clarrisou—two game creators—used the term "voidscape" to describe a small experimental videogame of theirs this past week. Being a word of two syllables that seem to contradict each other, the concept begs an explanation. Voids have always existed around videogames. It's the negative space that you can sometimes accidentally fall into and watch as the polygons you once walked on disappear. A void is that endless, omnipresent outside part of videogames where nothing happens and nothing exists. recognize your own minuteness inside this virtual universe. Placing the suffix -scape onto the end of a word, as in landscape or dreamscape, is to describe it as pictorial; a view to be observed or explored (perhaps both), usually one of beauty. What voidscapes express is the idea of videogames as diorama.

untitled PixelProspector - the indie goldmine The Bottom Feeder Opinion: Recession, The Beginning Of An Era [Despite the obvious worries of the economic climate, might it not also provide opportunities for innovation? In this opinion piece, originally published in the February 2009 issue of Game Developer magazine, EIC Brandon Sheffield proposes striking out upon the road less traveled.] On the surface, things don't look too hot for our industry right now. I was speaking with a friend recently about the current economic climate, saying that developers are losing their jobs across the globe, more studios are closing, and fewer seem to want to hire. I was being a bit of a doomsday prophet, but my friend suggested that this is actually a time of great opportunity, and thinking about it carefully, I may agree with him. Hopeful Possibilities For Indies? There are a lot of talented people out of work in a lot of major metropolitan areas. If you've always dreamed of implementing the Hollywood model, bringing the right person to the right project and then moving on, this is a good time for it.