Tag Search Results For 'game design' (382)

Dominion Designs - D20 Modern meets Fourth Edition

Da Dominion | 18 hours ago by Dominus Digg

read more

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

Page: 1 of 13 (Listing 30 Blogs Per Page, 386 Total)