
The "Invent with Python" Blog — “I Need Practice Programming”: 49 Ideas for Game Clones to Code So you know a little bit about programming (perhaps you've read the free book, "Invent Your Own Computer Games with Python", a free programming book for beginners whose author shamelessly plugs at every chance) but you want to get better at coding. You can't seem to find any open source projects that are at your level or easy for new people to contribute to. You've gone through a few of the practice problems at Project Euler but you want to create something more substantial, or at least a cool thing you can show your friends. (Not that finding the 31337th prime number isn't cool.) Here's a list of game clone ideas for you to implement. Each has a short description of the game, links to videos of the game, and descriptions of what kind of algorithms you'll need to know in order to implement them. Orisinal Games: The Orisinal website has a great collection of Flash games with very simple mechanics that can be copied. 1. Download Source: dodger.zip 2. 3.
Kongregate talks about making money from online games Unlike most talks on the subject, Kongregate used real world numbers and lots of them. The idea is simple, if you are making a game for online play, there are several options on how to generate income from it, some of which work better than others. Many work well, others fall flat, and once again, tried and true wisdom doesn’t come close to some of the things Kongregate was seeing. Kongregate makes money by selling games and items in games, sharing their revenue with the authors. Users are split in to three categories, Player, Reg, and Addict. There are several fairly obvious conclusions you can draw just from the classes that Kongregate has drawn up. The first lesson that was learned is that underpricing your game is worse than overpricing, within certain limits. The difference between $2 and $5 isn’t going to break the bank for most people with a credit card, but with .5% of users paying, a $2 ARPPU means a $.01 ARPU, a $5 ARPPU gets you to a $.025 ARPU. How many Whales are there?
Boston Game Jams – Game jams, tools, community Monthly Experimental Games Crayon Physics Deluxe out now for iPad November 30th, 2012 Crayon Physics Deluxe is out now for iPad! And it’s free for the first 24 hours. Get it from iTunes. We finally made a proper iPad port of Crayon Physics Deluxe and to celebrate its launch we’re giving it away for free. There’s a bunch of new stuff in this version of Crayon Physics Deluxe. Go get it now. We’re also getting ready to launch the Android version of Crayon Physics Deluxe on Google Play. Edit: The PC, Mac and Linux versions of Crayon Physics Deluxe are also free for the next 24 hours. The Humble Bundle for Android 4 (with Crayon Physics Deluxe) November 13th, 2012 Crayon Physics Deluxe is now available for the Android through Humble Bundle for Android. Humble Bundle release is sort of an beta release for the Android version of Crayon Physics Deluxe. Lecture: Why Being Poor and Having No Budget is Good For Making Games September 1st, 2011 Here’s the list of the games mentioned and links to their sites: July 27th, 2011
Random Dungeon Generator A 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. Early versions included basic dungeon layout and size options, and generated maps as HTML tables of black and white cells. 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 complex layout is, obviously, the most complex. Corridors Caverns Imaging Source Code
How we Built an iOS game on PC: Part 2/4 Building the Core This series chronicles Catch the Monkey from ideation to sale worldwide in the App Store.You can read other articles in this series here:Part 1: Design & PrototypingPart 3: Balancing & PolishingPart 4: Testing, Release, and Marketing Intro In the first article, we covered how Catch the Monkey started from initial simple concept, to the technology we chose, through the prototyping phase. At the end of prototyping we had a greatly increased design, but despite knowing better, we didn’t document it thoroughly. This article is longer than the previous, I have attempted to keep it of reasonable length by highlighting only the most interesting aspects from the core construction phase. We Going to Do this or Not?! Our Single Biggest MistakeNot having a properly defined design document would appear to be our largest mistake, but we made one that completely dwarfed it. I’m talking about a real-time game verses a turn based game. There was a time in my career where I didn’t do modelling. Or:
So Here Are My Ideas Indie Resources 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.)
free game graphics 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. I provide some easy-to-use graphics and an intriguing game design for you to riff upon. 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. take careDanc.
Chapter 4 -- C++ Game Programming Tutorial by Forest J. Handford In this chapter we will develop a Hangman game. To start off this chapter, we are going to learn about the ++ and the -- operator. Var will equal 2 after the second statement. The above code in the loop is equivalent to the following: Array[Count] = Count; Count = Count + 1; The ++ and -- operator when preceding the variable has the highest precedence in the order of operations. Type casting is a way to change the type of a variable. The above code will produce a compiler error because they are of different types. Now let's go over the for loop. The initial code is executed first and then the condition is checked. output: 0 1 2 3 4 Access to variables and constants can be confusing in C++ to beginner programmers. We won't use pointers or dynamic variables until a later chapter so don't worry about them. In C++ you can create your own types using typedef. Here is an example: typedef char String[15];String Words[23]; The above makes an array of arrays. WriteWords();
PathFinding.js Click within the white grid and drag your mouse to draw obstacles. Drag the green node to set the start position. Drag the red node to set the end position. Choose an algorithm from the right-hand panel. Click Start Search in the lower-right corner to start the animation. Breadth-First-Search Best-First-Search Dijkstra Jump Point Search Orthogonal Jump Point Search Trace generating grid 100%