As an artist, I’m a really good programmer. So I buy my artwork off the shelf. Good news is that it’s fairly cheap — bad news is it means your game (probably) doesn’t have a distinctive look. But until I clone myself and learn to draw I’m stuck with buying artwork. GameObject artistJay = Instantiate(artistPrefab, […]Read More
Game Dev News From Around
(Only the interesting stuff.)
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 […]
This is a cool page — leads to conversations about rogue development over on Reddit. Lots of info to browse through… Gamasutra: Josh Ge’s Blog – One Year of Roguelike Development FAQs
I can’t make a game because ________. No matter what you put in that blank, you probably don’t have it close to the guy in the article linked here. Read it — it’s good. Meet the Developer Who Made Games for Three Years While Living on the Streets | Motherboard
Chris Hildenbrand makes cool 2D art, and now he’s published a cool tutorial on making seamless grass tiles. He shows how to do it using Inkscape, which is a cross-platform, open-source vector drawing program, so you don’t need to form over billions to follow the tutorial. 2D Game Art for Programmers: Creating seamless 2D grass […]
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.