Pages tagged gamedev:

LÖVE - Free 2D Game Engine
http://love2d.org/
LÖVE - Free 2D Game Engine
http://love2d.org/home

Scratch for older kids?
Gamasutra - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php
Network Programming
This paper explains the design architecture, implementation, and some of the lessons learned creating the multiplayer (networking) code for the Age of Empires 1 & 2 games; and discusses the current and future networking approaches used by Ensemble Studios in its game engines.
Game/AI: AAAI Library online
http://www.ai-blog.net/archives/000158.html
Twenty Sided » Blog Archive » Procedural City, Part 1: Introduction
http://www.shamusyoung.com/twentysidedtale/?p=2940
Great series of blog posts about creating a 3d city scape.
Change of pace. In the last week I’ve had an idea clawing at the back of my head, and it’s clear the thing isn’t going to leave me alone until I do something with it. I don’t usually blog about my little programming projects (with the exception of the Terrain Project) because I like to imagine this site has some sort of focus, but the choice here is for me to blog about this or leave the site fallow for a week. So I’m blogging it. Perhaps you’ll find it entertaining anyway.
The creation of a procedurally generated cityscape
flixel
http://flixel.org/
"flixel is a completely free collection of Actionscript 3 files that helps organize, automate, and optimize Flash games; an object-oriented framework that lets anyone create original and complex games with thousands of objects on screen in just a few hours, without using any of the Flash libraries."
Halp! How mak gaems? flixel is not intended to be used with the Flash IDE, since it is a
completely free collection of Actionscript 3 files that helps organize, automate, and optimize Flash games; an object-oriented framework that lets anyone create original and complex games with thousands of objects on screen in just a few hours, without using any of the Flash libraries.
2D Boy: I love you, 2D Boy! » Blog Archive » Rapid Prototyping Framework
http://2dboy.com/2009/05/27/rapid-prototyping-framework/
game prototyping framework
Source Code of Several Atari 7800 Games Released! | ProgrammerFish - Everything that's programmed!
http://www.programmerfish.com/source-code-of-several-7800-games-released/
Exactly what the title implies.
Lost Garden: Flash Love Letter (2009) Part 1
http://lostgarden.com/2009/07/flash-love-letter-2009-part-1.html
Over the past couple months, I've spent a bit of time looking at Flash gaming on web portals like Kongregate and Newgrounds. There are over 14,000 games spread across 30,000 portals with hundreds of new games coming out every month. The output alone is amazing. Let me cut to the chase. I think that you, Flash game developers, are some of the most talented and inspirational people working today in game development. Your passion for building games burns so incredibly brightly. Your ability to quickly make and distribute games is second to none. You hold immense potential to transform the future of games.
Ads are a really crappy revenue source For a recent game my friend Andre released, 2 million unique users yields around $650 from MochiAds. This yields an Average Revenue Per User (ARPU) of only $0.000325 per user. Even when you back in the money that sponsors will pay, I still only get an ARPU of $0.0028 per user. In comparison, a MMO like Puzzle Pirates makes about $0.21 per user that reaches the landing page (and $4.20 per user that registers) What this tells me is that other business models involving selling games on the Internet are several orders of magnitude more effective at making money from an equivalent number of customers. When your means of making money is 1/100th as efficient as money making techniques used by other developers, maybe you've found one big reason why developers starve when they make Flash games.
In order to understand why this promising game platform is such a surprising dissapointment, we'll look at Flash games from three perspectives: * Chapter 2 - Making money: How do Flash developers currently make money. * Chapter 3 - Generating value: How Flash developers currently create 'valuable' game for their players? * Chapter 4 - Reaching customers: How developers currently reach their players. * Chapter 5 - Premium Flash games as a service: A mental model for understanding the new world of web gaming.
Wolfenstein 3D for iPhone
http://fabiensanglard.net/wolf3d/index.php
hey, what can I say.
review of the source code of Wolfenstein for iPhone
Christopher M. Park - Blog: Designing Emergent AI, Part 1: An Introduction
http://christophermpark.blogspot.com/2009/06/designing-emergent-ai-part-1.html
Pocket God offers case study of how to build a hit iPhone game | VentureBeat
http://games.venturebeat.com/2009/07/10/pocket-god-is-a-case-study-of-a-hit-iphone-game/
and that stroke of luck propelled them to the top. Not to take anything away from their hard work, but lots of devs out there are working just as hard on games that are reviewed as well or better.
Solve Computational Geometry Problems | PC Plus
http://www.pcplus.co.uk/node/3089/
From the simple to the intricate, geometry is an inescapable part of graphics programming.
Rule-Based Programming in Interactive Fiction
http://www.eblong.com/zarf/essays/rule-based-if/index.html
Gamasutra - Features - Dirty Coding Tricks
http://www.gamasutra.com/view/feature/4111/dirty_coding_tricks.php
[When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. In an article originally published in Gamasutra sister publication Game Developer magazine earlier this year, here are nine real-life examples of just that.]
ith a rotated camera at level start -- the other two platforms we
More tricks described in the comments!
Gamasutra - News - GDC Austin: An Inside Look At The Universe Of Warcraft
http://www.gamasutra.com/php-bin/news_index.php?story=25307
am on the ga
Thursday morning's GDC Austin keynote was met with a large crowd as Blizzard Entertainment's J. Allen Brack and Frank Pearce took the stage to offer a detailed look into the inner workings of the genre-dominating World of Warcraft.
Alexandre Gomes | An introduction to game physics with Chipmunk
http://www.alexandre-gomes.com/articles/chipmunk
An introduction to game physics with Chipmunk. Learn about Chipmunk Physics Engine and how to start developing games for the iPhone and other platforms.
UDK - Unreal Development Kit - Epic Games
http://www.udk.com/
Experience the power and potential of Unreal Engine 3. Create amazing games, lifelike scenes and fantastic worlds... for free.
Fix Your Timestep! « Gaffer on Games
http://gafferongames.com/game-physics/fix-your-timestep/
Third Cog Software - Cfxr
http://thirdcog.eu/apps/cfxr
8 bit sound creation lib
free little app for making game sounds
In game c++ map editor tutorial with IndieLib engine that dosen't use tiles but pieced images like in Braid or Aquaria games
http://gametuto.com/in-game-c-map-editor-tutorial-with-indielib-engine-that-dosent-use-tiles-but-pieced-images-like-in-braid-or-aquaria-games/
ferent parallax layers and camera zooming. You can have several tilesets and you can of course to save / load the maps using XML files. This type of editor is used in games like Brai
The Atari 7800 Pro System - The Atari Museum
http://www.atarimuseum.com/videogames/consoles/7800/games/
Atari Source Code
source code to many classic Atari games (Digdug, Joust, Ms Pacman)
7800 game source
Learn to Let Go: How Success Killed Duke Nukem | Magazine
http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1
DESIGNER NOTES » Blog Archive » Game Developer Column 5: Sid’s Rules
http://www.designer-notes.com/?p=119
Sid Meier's Rules http://bit.ly/atPXx (via @newsycombinator) [from http://twitter.com/tadej/statuses/1715393349]
Source of Sid's famous "double or half it" rule.
Double it or Cut it by Half One Good Game is Better than Two Great Ones ...
Rules to game design by Sid Meier
"If a unit seems too weak, don’t lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half. The point is not that the new values are likely to be correct - the goal is to stake out more design territory with each successive iteration."
Why you should use OpenGL and not DirectX - Wolfire Games Blog
http://blog.wolfire.com/2010/01/Why-you-should-use-OpenGL-and-not-DirectX
Why you should use OpenGL and not DirectX
Adobe Flash Platform Game Technology Center
http://www.adobe.com/devnet/games/
Adobe 的Flash平台游戏技术
FlashPunk Library
http://flashpunk.net/
FlashPunk is a free ActionScript library designed for developing 2D Flash games. Its goal is to provide you with a fast, clean framework for prototyping and developing games; this means most of the dirty work -- reliable framerate, sprite rendering/animation, player input, and collision detection (to name a few) -- has been covered with a set of base classes and functions for your ease of use. This gives you more time and energy to concentrate on the design and testing of your game. It's important to note that FlashPunk is targeted towards the development of games with 2D raster/bitmap graphics, as opposed to vector graphics. It can manage thousands of animated bitmap sprites on-screen at a time without slowing, a lot faster than Flash normally could, because it operates under the assumption that your game primarily uses bitmapped graphics. FlashPunk is not designed for use in the Adobe Flash IDE, you'll be working with an alternate coding environment. I personally use (and have come
FlashPunk Library - http://flashpunk.net/
Doom Classic code review.
http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
Also http://fabiensanglard.net/doomIphone/index.php
Doom 1993 code review
Doom Iphone code review.
http://fabiensanglard.net/doomIphone/index.php
Doom Iphone code review
Gamasutra - Features - Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code
http://www.gamasutra.com/view/feature/3947/intelligent_mistakes_how_to_.php
How to the design a chees/poker AI without frustrating the player
An interesting Gamasutra article on how to introduce human-like stupidity into your AI by making your AI smarter rather than dumber.
18 Embarrassing Game AI Bugs Caught On Tape... and Fixed! — AiGameDev.com
http://aigamedev.com/open/article/bugs-caught-on-tape/
The leading Game AI community site, information source and knowledge base focused on helping developers learn how to build artificial intelligence into their simulations.
18 AI hatası ve çözümleri
Fantastic collection of AI bugs.
Jesse Schell’s mindblowing talk on the future of games (DICE 2010) « fox @ fury
http://fury.com/2010/02/jesse-shells-mindblowing-talk-on-the-future-of-games-dice-2010/
Great video talking about "gaming" invading every day life and blurring the lines with reality
IEEE Spectrum: Bots Get Smart
http://www.spectrum.ieee.org/dec08/7011
Computer games driving developments in AI (bots getting smarter)
By Jonathan Schaeffer, Vadim Bulitko, and Michael Buro First Published December 2008 Can video games breathe new life into AI research?
This project has so far produced a formal system for analyzing and classifying a team’s opening moves. That may not sound like much, but this task proved immensely challenging, because positions and actions are not nearly as constrained as they are in a game like chess. Researchers in our group have used this formalism to analyze computer logs of more than 50 hours of tournament-level play between seasoned Counter-Strike teams. Soon, we expect, computer bots programmed to learn tactics from such logs will play reasonably well—doing things a person might do. It’ll be a long time before these bots will be able to beat expert human players, though. But that’s not the objective, after all—they just need to make for entertaining adversaries.
The game is called F.E.A.R. , short for First Encounter Assault Recon, and its use of AI, along with its impressive graphics, are its prime attractions. The developer, Monolith Productions of Kirkland, Wash., released it in 2005 to rave reviews, including the GameSpot Web site’s Best Artificial Intelligence award. Such recognition means a lot to the game’s creators, who face stiff competition in what has become a multibillion-dollar industry.
Can video games breathe new life into AI research?
Gamasutra - Features - Examining Game Pace: How Single-Player Levels Tick
http://www.gamasutra.com/view/feature/4024/examining_game_pace_how_.php?print=1
I believe there is plenty more that can be discovered about pacing in games -- certainly some more scientific studies of heart rate, etc whilst playing games might unearth some real revelations about what makes the pace in games so emotionally involving and also what simply does not work.
game design possibilities: speed, tempo, threat, carrot/stick, chase
Interesting look at level pacing
Gamasutra - The Game Developer Archives: 'Monsters From the Id: The Making of Doom '
http://www.gamasutra.com/php-bin/news_index.php?story=21405
The Game Developer Archives: 'Monsters From the Id: The Making of Doom'
The Bottom Feeder: So Here's How Many Games I Sell.
http://jeff-vogel.blogspot.com/2009/03/so-heres-how-many-games-i-sell.html
I get a lot of questions from young, aspiring Indie developers, and the most common query is: How many copies of a game does Spiderweb Software sell? It's a really reasonable question. After all, making a game is a long and punishing process. It's entirely fair to want to know what the parameters of success are. Alas, this information is generally kept secret. I've never given this question a straight answer, with real numbers.
Geneforge guy talks openly about his sales. Very cool.
Twenty Sided » Blog Archive » Dueling Gameplay
http://www.shamusyoung.com/twentysidedtale/?p=188
A game design post pertaining to implementing sword fighting in games
An interesting model for making duelling fun.
Via Wilson Miner (platte).
Gamasutra - Where's The Cash For Flash?
http://www.gamasutra.com/view/feature/3924/wheres_the_cash_for_flash.php
A really good article outlining possible ways to generate revenue with your Flash games.
we've ever had on our site have been sold. At a minimum, developers selling their first game ever -- if it falls into the 'good-to-great' category -- make about $500-and-up." At "the high end," a not-so-typical example of how lucrative Flash development can get is Auckland, New Zealand-based studio NinjaKiwi, the developer of the Bloons games, says Hughes. "They have created an entire game-specific site -- Bloonsworld," he notes, "which enables them to make $30,000 a month or more by leveraging their IP in various ways, including creating an online community around their games, in-game ads, banner ads on their site, and various licenses on their games. And that, in fact, is what developers need to do to make their work lucrative -- maximize the number of revenue streams they create." For instance, developers can allow specific branding in thei
一篇关于FLASH游戏开发的见解性文章
Going to want to read this one. its about making money building Flash games
Gamasutra - Features - What Are The Rewards Of 'Free-To-Play' MMOs?
http://www.gamasutra.com/view/feature/4046/what_are_the_rewards_of_.php
He admits he really didn't know what to anticipate in terms of revenue; there was nowhere to go to research how well microtransaction-based MMOs did elsewhere. "We just jumped in," he recalls. "There were no data points and, frankly, every game is different, every play population is different, and extrapolating from one developer's data to your own is, well, an interesting intellectual exercise but it doesn't necessarily tell you what to expect." Four and a half years later, James has learned a lot -- that the average revenue per user (ARPU) is between one and two dollars a month, but only about 10% of his player base has ever paid him anything. As a result, he says, approximately 5,000 gamers are generating the $230,000 in revenue he sees each month.
What Are The Rewards Of 'Free-To-Play' MMOs?
GameDev.net - Graphics Programming Black Book
http://www.gamedev.net/reference/articles/article1698.asp
Why you should never use rand() | game development | Ian Bullard
http://mjolnirstudios.com/IanBullard/files/79ffbca75a75720f066d491e9ea935a0-10.php
Top 50 Best Game Design Blogs - Becoming a Computer Technician
http://becomingacomputertechnician.com/?page_id=47
Top 50 Best Game Design Blogs - http://tr.im/p2dW - Interesting and useful list of resources. (via @smashingmag) [from http://twitter.com/tadej/statuses/2238492287]
Dextrose AG - The Browsergames-SDK Aves-Engine
http://www.dextrose.com/en/projects/aves-engine
E3에서 다시 선보인 HTML5 기반 웹게임엔진 Aves. 아이폰/아이패드/안드로이드에서도 잘 동작한다고.. 플래시기반 게임들중 라이트한것들은 정말 HTML5기반으로 가게될듯 http://j.mp/cxAXDt – 권정혁/Chris Kwon (xguru) http://twitter.com/xguru/statuses/16274245094
Flash Game Dojo
http://flashgamedojo.com/
Interested in making #flash based #games? Check out Flash Game Dojo, a project by indie devs @adamatomic and @chevyray. http://bit.ly/9zfAl3
Flash Game Dojo was started in March 2010 by Chevy Ray Johnston and Adam 'Atomic' Saltsman as a way to pool their collective knowledge of ActionScript programming, provide a trusted and benevolent host for SWF files, and to help ease new coders into the murky, shark-infested waters of creating their own Flash games. Flash Game Dojo is an ad-free, not-for-profit enterprise for game design education.
How do emulators work and how are they written? - Stack Overflow
http://stackoverflow.com/questions/448673/how-do-emulators-work-and-how-are-they-written