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Tag Search Results For 'game design' (382)
Create a Flash game like Gold Miner - step 2
Emanuele Feronato | October 10th 2008
I received a lot of emails asking me to add left-right movement to my Gold Miner clone and requiring more information about manually placing the boulders. In order to add left-right movement, you need to check for left and right arrow keys and move t read more
Character Control
Girls Don't Game | October 9th 2008 by monique
A couple of weeks back, Jon and I went to logger-heads over the issue of cutscenes. Of course, a topic like this needs to be returned to - and Jon did exactly that in his return email to me. Since I always need to have the last word, naturally I repl read more
How to Build Video Game Designer Careers
What And How? | October 8th 2008
Having careers as video game designer is all the craze, and the future is looking rosier, with more video games produced each year. So, how do you start a career as a video game designer? There are many ways to become a video game designer, but w read more
2009 Hot Career and Jobs: Video Game Designer
Online Degree Blog | October 8th 2008
As the nation continues to keep a strong eye on the Wall Street Market and its affect on the American Job Market, we will spotlight the top 2009 Hot Careers and Jobs that will continue to grow as we enter into the new year and beyond. Today we fo read more
Basic level editor for a tile based game
Emanuele Feronato | October 8th 2008
I am sharing with you a basic level editor made for the platform engine but easily adaptable to any tile based game made by Daniel Felipe Rodriguez Your recent set of tutorials about the platform engine inspired me so I decide to contribute to your c read more
New tile based platform engine - part 9 - coins n’ spikes
Emanuele Feronato | October 7th 2008
You asked for coins and spikes, and here they are... As usual I had to define some rules... in this case spikes are deadly only when the player has both feet on it... later I will make a lava (or electric) tile that will kill the player even if he on read more
New tile based platform engine - more theory
Emanuele Feronato | October 6th 2008
This post continues New tile based platform engine - theory behind the player and answers some questions made in these days. In this part I'll explain how to determine collisions between the player and the walls. Once I know player position (easy to read more
Beast: the Ravaging - Genos
MadBrewLabs | October 6th 2008 by Michael
The Labs has dissected the new races found in its one-shot fan expansion for White Wolf's Storyteller System, Beast: the Ravaging. The Beast template was created to be utilized with Kobold Love. read more
Noegnud - A Kobold Quest: Framework
MadBrewLabs | October 4th 2008 by Michael
The Labs describes the framework for creating a new template to make use of the Storyteller System for Chatty Studio's Kobold Love project. MadBrew introduces new races, factions, and traits. read more
Create a Flash game like Gold Miner
Emanuele Feronato | October 4th 2008
Today I received an email from a reader asking me to make a tutorial of a game like Gold Miner. It's a Flash demo of a downloadable game, and I think its gameplay is interesting enough to deserve a tutorial. The main actor in this game is the hook ( read more
The Power of Myth in RPGs
MadBrewLabs | October 2nd 2008 by Michael
MadBrew reveals the pattern that all Heroes of Myth fall into and provides the framework to forge your game into an epic of Mythic proportions. From Gilgamesh to Harry Potter, all great heroes share the same Monomyth. read more
Planned Obsolescence in Game Design
Yehuda | October 2nd 2008 by Yehuda Berlinger
There is a tension between game developers and game publishers. Game developers want you to play their games. Game publishers want you to buy their games. These two desires are not entirely separate, but neither are they entirely compatible.A game de read more
New tile based platform engine - part 8 - patrols
Emanuele Feronato | October 1st 2008
Every platform game should have enemies. Every enemy has an artificial intelligence that makes it act in a smart or dumb way... and the patrol is the dumbest enemy. The patrol walk in a direction until he has ground under his feet and does not hit a read more
How to make a computer game (with no programming experience!)
Progspot.com | October 1st 2008 by progspot
I'm finally going to start creating my own computer game. So while EA and the likes are building multi-million dollar state-of-the-art gaming experiences I'm determined to create my own gaming experience from scratch. read more
Rock Band: Back in Black
Creative Fluff Design Blog | September 30th 2008 by Creative Fluff
I talked about the role the metal band Metallica has with the rhythm games as they were releasing a big track pack that week. Now its another great High Voltage band’s turn in the spotlight. AC/DC has long been wanted in the likes of Guitar read more
New tile based platform engine - part 7 - trampolines
Emanuele Feronato | September 30th 2008
After the AS3 translation of AS2 part 6, it's time to introduce trampolines. Just like ladders, trampolines have their rules. Here they are: 1 - A trampoline does not act like a wall, so a player can walk through it just like a cloud 2 - A trampoline read more
Hajime No Ippo (GBA)
We, the Players | September 29th 2008
Why have I not raved about this game yet? Imagine for a second that someone managed to take everything that was good about Super Punch-out!!, and then add multiple playable characters…. and then finally ADD MULTIPLAYER. In a sense, that’ read more
Hack Game Design
Neitherworld Stories | September 29th 2008 by Stuart
Sometimes I read non-rpg-related blogs on gaming and game design (for boardgames or video games). Sometimes they help me come at rpg gaming from a different perspective. Video game level design, for example, can tell you a lot about rpg adventure des read more
Video Game Design Schools Online
What And How? | September 29th 2008
Today, there are more game design schools online than ever due to the video game craze sweeping the world! Online schools and colleges have started to offer specialized programs and degrees geared towards video game design and video game producti read more
Video Game Studies - Call for Papers
Internet: Marketing and Messages | September 29th 2008 by stefan
Video Game Studies Computer Culture Area The 30th Annual Meeting of the SW/TX PCA/ACA (http://swtxpca.org/) CALL FOR PAPERS: Albuquerque, New Mexico, February 25-28, 2009 The Computer Culture Area of the SW/TX PCA/ACA welcomes paper, panel, and oth read more
The great Multiwinia give-away
Emanuele Feronato | September 29th 2008
Sometimes Flash developers also work to game development on other platforms. It's the case of byronay that worked on Multiwinia, a multiplayer game that will make you challenge your opponent to a game of stick-man slaughter and witness devastating di read more
I’m a teacher!
Kieutie Pie | September 28th 2008 by kieutiepie
Today was my first day teaching Game Design, and I have to say… I had a great time. I’m so happy to have the chance to share something I love so much with other people. I also spent a ton of time working on my dad’s website today to read more
Game Preview: Fracture Demo
Creative Fluff Design Blog | September 26th 2008 by Creative Fluff
This is a demo, but its short, really short. It’s only a little longer than Heavenly Sword’s demo. There is a lot to go over in the demo. I’ll start with the most touted part of the game, the new environment changing weaponry. The main question read more
10 Ways to Know If You Are a Hack Game Designer
Yehuda | September 26th 2008 by Yehuda Berlinger
Are you a hack game designer? You are, if, in order to win your game, players must:01. Roll Better NumbersWhere I come from, we call this gambling. Is this appropriate for little kids? Or a one hour board game? No, it's appropriate for a 30 second di read more
A first-hand look at the Parsons School LittleBigPlanet project
Aeropause - The goods on gaming | September 25th 2008
GameSetWatch has a nicely detailed account of the recent LittleBigPlanet design competition, held at the Parsons School of Design in New York City. Student teams were given 24 hours to work inside LittleBigPlanet’s expansive sandbox, and awards read more
MinChat: A Minimal Chat UI for Warhammer Online
Evan Sims | September 25th 2008 by Evan Sims
A recent goal of mine has been to learn Lua, an increasingly popular scripting language that is used most commonly as the extension interface for games like World of Warcraft and Warhammer Online. Having been quite the Warhammer addict myself these l read more
Enhancing the Instructional Value in the Home Sweet Home Series
Writers Gateway | September 25th 2008 by Rupa
I thoroughly enjoyed playing Home Sweet Home series of games. You can read the summary of the games here. In this post I share some ideas that could probably improve the instructional value of the game. Before I proceed below is a snapshot of Ms Gre read more
New tile based platform engine - AS3 version
Emanuele Feronato | September 25th 2008
First, I would like to say the engine is not finished as I have a lot of tile types to add. This is the AS3 version of part 6. I am fixing some glitches and preparing another post about the theory of platform games This is the code PLAIN TEXT ACTIONS read more
Home Sweet Home Series : Instructional Games for Interior Design…
Writers Gateway | September 25th 2008 by Rupa
Yesterday I downloaded the trial version of this highly addictive game called Home Sweet Home at www.bigfishgames.com. I just could not stop playing. I was totally hooked into this game.If you love interior design and would like to try it out in a read more

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