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Make Games - Finishing a Game

Make Games - Finishing a Game

http://makegames.tumblr.com/post/1136623767/finishing-a-game

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Deft and intuitive player character movement in a 2D platformer Recently, I released Empty Black, my 2D shooter/puzzler/platformer. In this article, I’ll describe how I made the player movement deft and intuitive. Play the game before you read on, so you’ll know what I’m talking about. My general approach was to change something, then try it out. BASIC Gaming - Issue #3 Witchcraft Adventure developed by N3trunn3r Written by Lachie Dazdarian (November, 2011) Introduction Witchcraft Adventure is a first-person view dungeon crawler, Dungeon Master-style, but it introduces a novel idea by featuring a top-down view mode that switches on when the player dies. What Indie Developers Can Learn from Minecraft news - Frozen Synapse Game We take a look at this phenomenon and ask what it means for our business, as well as that of other indie developers... Like most indie devs, I'm a bit tired of hearing about Minecraft at the moment! I thought I would collate my thoughts on it in order to put the issue to bed. I'll be viewing everything through a commercial lens rather than focussing on the design, although in this case I think the two are almost symbiotic.

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. Manifesto: The 21st Century Will Be Defined By Games Previous centuries have been defined by novels and cinema. In a bold manifesto we’re proud to debut here on Kotaku, game designer Eric Zimmerman states that this century will be defined by games.ore Below is Zimmerman’s manifesto, which will also appear in the upcoming book The Gameful World from MIT press. Make video games - The complete free tutorial Okay so you want to make your own video game. You have creative ideas just bursting from your ears and you have got to make these ideas reality. Well I have got two things to say about that. The first thing is that it is totally possible!

Touch To Start Making Money With HTML5 – Update & Preview This is a quick post to announce that I’ve updated my book, Making Money With HTML5. The revision (version 1.5) introduces an overhauled design, some updated content and statistics, and new images.The upcoming major revision (version 2.0) won’t be ready until May 2014 at the earliest, so I’ve decided to publish this minor update in the meantime. Continue reading for more details. Continue Reading Read More » Online Income Report #022 – February 2014 Each month I publish a fully transparent income report which documents my online earnings. These income reports exist to demonstrate my progress, share my experiences, and motivate others who want to make money online.Check out my online income report for February 2014. Continue Reading Read More » Aeon Chapters – Development Log (Update 005) In June 2013 I announced the sequel to Disillusion, one of my older games that found some unexpected success.

Fun Pastimes for Stupid Children » not even kidding about any of this not even kidding about any of this So… another week, another story of a woman in gaming being ridiculed, or belittled, or threatened with rape, or just piled on by a horde of people who really aren’t very good people at all. It happens, and it happens a lot. It makes me pretty angry. I am, of course, speaking only for myself, not my employer. Tutorial: Basic Game Design · LaurentGomila/SFML Wiki So you have a new game idea and want to see it come to life but are not sure where to start. This tutorial is intended to guide you through the process of turning your new game idea into a basic game design and get you well on the path of bringing your game to life. If while reading this tutorial you find things that are completely wrong or could be improved, please don't hesitate to fix the tutorial. This tutorial is based on years of experience in designing my own games for fun and reviewing the code bases of the PopCap and PlayFirst game engines and other tutorials online.

Ten Tips for Becoming an Indie Game Developer Posted by Rampant Coyote on January 12, 2012 Post-Mortems on indie games always seem more interesting to me than post-mortems on big-studio games. It may be because they are just less conventional overall, or that the post-mortems I read of mainstream games usually conform to the Game Developer Magazine “5 things that went right / 5 things that went wrong” formula. I dunno. I really enjoyed Sophie Houlden’s post-mortem of Switft*Stitch, and the things that really hit home for me were the following comments: “Swift*Stitch is my first finished commercial game, and probably the only game I’ve spent more than a couple of months on that has actually been finished.

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