The Memory Game Challenge Three Ring Ranch (TRR) is a small game studio in south-central Alaska, about an hour outside Anchorage. Most of our products are game development tutorials and courses, but each of those courses needs a sample project. In some cases we get enthused with one of the sample projects and turn it […]Read More
Game Dev News From Around
(Only the interesting stuff.)
I’m working on a game that was inspired by Pac-Man and it got me doing some research into that classic game. I came across this article that dives deep into the game and is interesting even if you’re not making a similar game. Gamasutra – The Pac-Man Dossier “”
This isn’t a new article, but I just saw it (so new to me!) and it’s a great look at a technique that could come in handy if you’re creating a platformer. Platforming Ledge Forgiveness
Not sure if I ever posted this before, but I should have. It’s an awesome and comprehensive look at the “AI” behind the ghosts in the classic Pac-Man game. I’m in the middle of making a game inspired by Pac-Man, so this info is perfect for what I’m doing. But even if you’re not doing […]
This is an older article (late last year), but if you’re interested in starting your own game studio you may find it interesting. It’s *not* chock full of details — this is the kind of article you read when you’re just thinking about the idea, not the article you read for details on all the […]
A look inside one of the books offered by O’Reilly — this chapter talks about flocking behavior, which could be useful in a lot of games. 4. Flocking – AI for Game Developers [Book]
Most of the time I just want to concentrate on “making a game” and not with the nuts and bolts under the hood. In general I’d rather use a “black box” to do a task than spend time coding it myself. But sometimes it’s good to know what’s going on under the hood. I’ve created […]
Tutorials and Stuff
I just posted a new (free) tutorial showing how to use a single base prefab and an array of sprites to create multiple prefabs — all different, but similar in action. You’d use this technique in a game where many game objects are of the same type, but just look different (and possibly have some […]
Using transition.to() for animation is one of the most awesome things about Corona SDK. It makes simple animation quick and easy. However, it’s based on time — move the object from Point A to Point B over a specified amount of time. Which means if you want to move something different distance at the same […]
(This video is not from the Pixelnest Studio guys, but it’s based on their tutorial, thus the name.) After creating the tutorial to make random enemies for the Pixelnest-based videos I decided to keep going and add a way to finish the level instead of just flying to the right forever. Following is a video showing the way I […]
(This video is not from the Pixelnest Studio guys, but it’s based on their tutorial, thus the name.) After finishing the Pixelnest-based videos I decided to tweak things a bit. One feature I wanted to add was random Poulpi — instead of placing them on the screen I wanted to randomize their position (and number). […]
I’ve created a series of game dev video tutorials for Unity 2D beginners: Unity 2D Game Tutorial The tutorial is based off the written tutorials from the guys at Pixelnest Studio (with their permission) and will get you started making a simple shoot ’em up game.
I’m working on a puzzle game where the player can walk off the screen and wrap around to the other side. That effect is also see in arcade games like the classic Asteroids where the asteroids and space ship wrap around the screen.