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Make Games - Finishing a Game

Make Games - Finishing a Game

Related:  chillypearlמשחקProgrammation & DeveloppementGame DesignGames

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. 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.

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. Masculin interiors by Vincenzo De Cotiis These dark masculin interiors by Vincenzo De Cotiis are quite engaging. They have a sense of warmth and luxury to them. I love the old world architecture meeting modern, you haven’t hear that from me before. I feel like there is a quality of materials that is expected with these spaces. There is something so perfect in the first picture. Is it the mix of or lack of color?

How To Create Your First iPhone Application Update: 01/10/2012: The original version of this article by Jen Gordon was published in August 2009. It was thoroughly revised and updated by the author in September 2012. — Editorial Team Since the iTunes App Store launched in 2008, over 500,000 apps have been approved by Apple, and thousands more app ideas are scrawled on napkins across the world every day. But question remains, how can a person with limited technical skills create an iPhone app? 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!

The Designer's Notebook: Eight Ways To Make a Bad Tutorial The Designer's Notebook: Eight Ways To Make a Bad Tutorial By Ernest Adams [In his latest Designer's Notebook column, veteran Ernest Adams takes a frank and factual look at in-game tutorials, explaining exactly what games do wrong so you can make sure that, when you set out to create your tutorial, you do it right.] In the early days of the game industry there were video games (console or arcade) and home computer games. 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.

4.11 preview 7 Stereo Panoramic export works! Hope this plugin gets better integration in the official release. So far , from what i've tested :1) Right eye captures from scenes with dynamic light shadows , AmbientOclution , depthshadows , skylight oclutions and AutoExposure wont display correct. 2) Frame by frame capture its not possible (at least in complex animated scenes ) . the exporter renders 1 frame each 6 or 8 frames ingame. Wich means animation will result choppy and fast . Tried to increase FPS ingame to give more time to the exporter to catch up but did not work. 3) in some cases , capture process takes more time than an actual rendering (vray)What i consider its missing so far :1) Enable - disable , Stereo or monoscopic render capture 2) Switch left - right order rendering , naming files 3) Resolution Aspect ratio setting , rendering 4096x2048 its ok for monoscopic but exceeds for stereo (should be 2048x2048 + 2048x2048) and not 4096x2048 + 4096x2048 4) Working capture frame rate and setteable !

Game Design Tutorials » Level 99 Games This page contains of list of the game design tutorial series, written gradually by D. Brad Talton Jr. over the past few years. Brad is the designer of BattleCON, Pixel Tactics, the Minigame Library 2013, and many other games. These articles contain some of his thoughts and ideas on the topics of game design, as well as logs of the design process for specific games. An ongoing blog about the development of Millennium Blades, an upcoming standalone card game that simulates the feel and play of a CCG. Conception of a Board Game – How the game idea comes together and becomes the basis for a brand new game.The Adventure Continues - Info about prototyping, building, and testing Millennium Blades–how the concept of the game is converted into a working prototype.Beyond Game Design - What do you do once you’ve decided that you’re going to publish a game?