Jump to content

  • Log In with Google      Sign In   
  • Create Account

Articles

Article Listing

Towards a Simpler, Stiffer, and more Stable Spring

Published in Math and Physics

By Michael Schmidt Nissen - In this article we will look at a modified spring equation that is very easy to tune, displays maximum possible stiffnes and damping, and is guaran...

Standard Gameplay and IAP Metrics for Mobile Games (Part 3)

Published in Mobile Development

By Andy Savage - Article series covering basic analytics for mobile indie games. This week covering conversion for in app purchases.

Barebones of Quests

Published in Game Design

By Gavyn Bryan - "Quests" and "Missions" in Video Games all have common bare-bones, whether blatant or subtle. In this article, we'll explore th...


View Complete Archive You cannot add articles


Like
12Likes
Dislike

Towards a Simpler, Stiffer, and more Stable Spring

Dec 19 2014 01:53 AM | Posted By Michael Schmidt Nissen in Math and Physics
In this article we will look at a modified spring equation that is very easy to tune, displays maximum possible stiffnes and damping, and is guaranteed to stay stable.

Tagged With:  spring  damping  mass-spring-damper  harmonic oscillator  reduced mass 
Like
3Likes
Dislike

Standard Gameplay and IAP Metrics for Mobile Games (Part 3) UNDER REVIEW

Dec 18 2014 01:46 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering conversion for in app purchases.

Tagged With:  analytics  game balance  mobile  indie 
Like
14Likes
Dislike

Barebones of Quests

Dec 17 2014 07:53 AM | Posted By Gavyn Bryan in Game Design
"Quests" and "Missions" in Video Games all have common bare-bones, whether blatant or subtle. In this article, we'll explore the "skeletal structure" of quests in video games and how we can add "meat" to it.

Tagged With:  quest  story  design  RPG 
Like
-3Likes
Dislike

Rendering with the NVIDIA Quadro K5200 UNDER REVIEW

Dec 15 2014 01:44 PM | Posted By Kelly L. Murdock in Reviews
NVIDIA gave me a chance to review the Quadro K5000 graphics board back in 2011 and now here, a short three years later, they've come up with the Quadro K5200 board.

Tagged With:  hardware  review  graphics  nvidia  quadro 
Like
6Likes
Dislike

How to Make a Good Sequel to Your Casual Game

Dec 12 2014 07:13 PM | Posted By Ievgen Leonov in Game Design
To create a game hit from scratch or to make a good part two for the existing project? Which of the two options is a shortcut to success? The answer is not that obvious as it may seem, for sequel production may be a hard nut to crack.

Tagged With:  developers  sequel  tips  guide 
Like
4Likes
Dislike

When do videos need voiceovers? UNDER REVIEW

Dec 11 2014 12:33 PM | Posted By Kirill Kliushkin in Music and Sound
Our thoughts about when videos for games need voiceovers, and when they don’t. There are important pluses and minuses we think everyone should be aware of

Tagged With:  Videos  Voiceovers  Mobile Games  Trailers  Sound  Voice  Games 
Like
18Likes
Dislike

12 Tricks to Selling Your Ideas, Your Game & Yourself

Dec 09 2014 05:27 PM | Posted By Thomas Henshell in Business and Law
Selling is an art in itself. The developer of Archmage Rises shares what he learned from the corporate world – so you don’t have to

Tagged With:  business  promotion  sales  pitch 
Like
4Likes
Dislike

How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5

Dec 08 2014 02:57 AM | Posted By Jose Maria Martinez in Game Programming
This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a video game. You can clone a HTML5 example project in the WiMi5 Dashboard, in www.wimi5.com.

Tagged With:  score  scoreboard  lives  time  point  board  html5  create  visual  script  visual script  game 
Like
15Likes
Dislike

Generalized Platformer AI Pathfinding

In this article, we'll explore a powerful, general technique to guiding "jump and run" style AI through a platforming course to reach an arbitrary destination. This method works with both static geometry and moving level elements, like elevators or wheels.

Tagged With:  AI  pathfinding  platformer 
Like
5Likes
Dislike

Inside the Indie Art Process of Archmage Rises

Dec 04 2014 06:20 AM | Posted By Thomas Henshell in Visual Arts
Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises.

Tagged With:  art  indie  rpg 
Like
8Likes
Dislike

Linguistic Testing: Devil in the Details

Dec 04 2014 06:19 AM | Posted By Kirill Kliushkin in Production and Management
What is linguistic testing and why it's so necessary when you localize your game (or software, or website, or application, or anything else). And bonus: 3 secrets for awesome linguistic testing

Tagged With:  User Interfaces  Localization  Translation  Interface  GUI  Usability Testing  Software Testing  Games Testing  Websites  Foreign Languages  Linguistic Testing 
Like
7Likes
Dislike

Humble Bundle Distribution UNDER REVIEW

Dec 01 2014 01:57 PM | Posted By Kevin Harwood in Business and Law
Have you considered doing a Humble Bundle for your game? Here's some advice and practical data on the decision.

Tagged With:  bundle  humble bundle 
Like
5Likes
Dislike

Capsule Inertia Tensor UNDER REVIEW

Dec 01 2014 07:46 AM | Posted By Bojan Lovrovic in Math and Physics
This article tries to simplify the math behind calculating inertia tensor of a cylinder as much as possible without skipping on any important details. Implementation in C/C++ is presented at the end.

Tagged With:  physics  programming  math  calculus 
Like
6Likes
Dislike

Data Visualization in Games: Leaderboards UNDER REVIEW

Nov 26 2014 02:56 PM | Posted By Erik Hazzard in Game Design
Leaderboards are a visualization of achievement. Their goal is to make comparisons between some player (or item's) ranks. This is a pretty board statement because implementations of leaderboards can be found not just in arcades, not just in single or multiplayer games, but also in non-games. There are many types of leaderboards, and can produce powerful emotional reactions

Tagged With:  data visualization  leaderboards 
Like
9Likes
Dislike

Retro Mortis: RTS (Part 2) - Then a Blizzard came... UNDER REVIEW

Nov 24 2014 09:14 PM | Posted By Michel Mony in Game Design
In this article, I take a look at what Blizzard's Warcraft: Orcs and Humans brought to the table and how it differed from Dune II.

Tagged With:  DesignRTS  Retro  Warcraft  Blizzard 
Like
9Likes
Dislike

OpenGL Batch Rendering

Nov 23 2014 12:45 AM | Posted By Marek Krzeminski in OpenGL
You should render as many vertices as possible in a single draw call for optimal performance. In this article I demonstrate how I implemented a batch rendering technique for OpenGL using C++.

Tagged With:  batch  render  opengl  degenerate  vbo  triangle strips  batching  rendering  manager 
Like
14Likes
Dislike

Banshee Engine Architecture - Introduction UNDER REVIEW

Nov 21 2014 02:13 PM | Posted By Marko Pintera in APIs and Tools
Learn about the vision, architecture and design decisions behind Banshee Engine. This is an introductory article that is a part of a larger series.

Tagged With:  game  development  toolkit  3d  graphics  c++  directx  opengl  engine  banshee 
Like
8Likes
Dislike

Implementing a Meta System in C++

Nov 19 2014 04:47 PM | Posted By Artem Shal in General Programming
Implementing a meta system to support several scripting languages with interoperability.

Tagged With:  c++  templates  meta system  reflection 
Like
16Likes
Dislike

Designing a "Playable" UI That Secretly Teaches How to Play

Nov 19 2014 09:32 AM | Posted By Yowan Langlais in Game Design
How to create a fun user interface that teaches players how to play your game.

Tagged With:  design  user interface  UI 
Like
7Likes
Dislike

Shooting At Stuff

Nov 15 2014 12:22 PM | Posted By James Wucher in Math and Physics
You never shoot directly at a moving target. You shoot at where the target is going to be when your shot gets there. Millions of years of biology make it easy for predators. Turns out it's pretty easy for computers as well...if you know the math.

Tagged With:  2d intercept position  2D  vector  target  intercept  moving target  algorithm 
Like
5Likes
Dislike

A Room With A View UNDER REVIEW

Nov 14 2014 09:11 PM | Posted By James Wucher in Game Programming
Instead of building a side-scrolling parallax 2-D world, build a massive any-direction-scrolling world and only let the player see a small part of it.

Tagged With:  2D  viewports  game 
Like
22Likes
Dislike

Setting Realistic Deadlines, Family, and Soup

Nov 13 2014 11:49 AM | Posted By Thomas Henshell in Production and Management
How does the indie estimate a delivery date when juggling the game, family, spouse, and soup! (Recipe included.)

Tagged With:  indie  software  development  game  scheduling  estimation  deadline  family  spouse  soup 
Like
20Likes
Dislike

Retro Mortis: RTS (Part 1) - It was found in a Desert...

Nov 13 2014 03:04 AM | Posted By Michel Mony in Game Design
In this article we examine the origins of the RTS and mechanics that were revisited or forgotten.

Tagged With:  Design  RTS  Dune  Retro 
Like
4Likes
Dislike

Standard Gameplay and IAP Metrics for Mobile Games (Part 2) UNDER REVIEW

Nov 10 2014 01:30 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering gameplay and balance.

Tagged With:  analytics  game balance  mobile  indie 
Like
3Likes
Dislike

Throwing a Winning Pass UNDER REVIEW

Nov 07 2014 02:21 PM | Posted By James Wucher in Game Programming
Whether it is your quarterback looking for the receiver to throw to or a tank turning to atomize the enemy, figuring out how to lead the target when your launcher has to turn is some tricky business.

Tagged With:  2D  physics  intercept  target  algorithm  catch  throw  tank  football 
PARTNERS