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I Have Created 50 Games in 2014

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Re: I Have Created 50 Games in 2014

#31
post #22

Earlier quoted context omitted.

You might be surprised: https://playcanvas.com/explore

Ah, my old Intel HD 2000 is on Chrome's hardware render blacklist (for good reason, disabling it is hilarious). WebGL is amazing though, I agree; http://acko.net/ is how all websites should work. :D There are also well-polished JS games like http://zty.pe/ (that don't require WebGL); that game in particular is built on a nonfree JS game engine, but it's a good demo of what's possible with efficient coding.

Thanks for the links, I love seeing people pushing the boundaries of JavaScript and software via the web in general.

I've got some similar things I work on for fun but what you've posted is pretty remarkable!

Re: I Have Created 50 Games in 2014

#32
post #22

Earlier quoted context omitted.

Ah, my old Intel HD 2000 is on Chrome's hardware render blacklist (for good reason, disabling it is hilarious). WebGL is amazing though, I agree; http://acko.net/ is how all websites should work. :D There are also well-polished JS games like http://zty.pe/ (that don't require WebGL); that game in particular is built on a nonfree JS game engine, but it's a good demo of what's possible with efficient coding.

Thanks for the links, I love seeing people pushing the boundaries of JavaScript and software via the web in general. I've got some similar things I work on for fun but what you've posted is pretty remarkable!

I got hooked on ZType for a while... then I went full crazy and discovered that there's just enough game state left accessible in the global scope in order to be able to make the game... um, play itself.

It looks absolutely ridiculous at level 60+. :D

EDIT: Doh, I completely forgot to ask - what litle side things are you working on? I'm curious.

Re: I Have Created 50 Games in 2014

#34
post #25

Earlier quoted context omitted.

I'm working on my own minigames with spritekit and love these tips! Does anyone know of any other blogs/books to read with handy tips on game design?

Here's Ryan Clark (Crypt of the NecroDancer) writing about what makes a game commercially viable: http://www.gamasutra.com/blogs/RyanClark/20150917/253842/Wha... Here's Jan Willem Nijman of Vlambeer discussing a large number of small improvements that make games feel good: https://www.youtube.com/watch?v=AJdEqssNZ-U Here's Rami Ismail, also of Vlambeer, explaining how making a game a week helps you develop an intuiti…

Ryan also has a great Twitch stream every friday where he analyzes the current Steam topsellers and Kickstarter projects.

Re: I Have Created 50 Games in 2014

#35
post #25

Earlier quoted context omitted.

I'm working on my own minigames with spritekit and love these tips! Does anyone know of any other blogs/books to read with handy tips on game design?

Here's Ryan Clark (Crypt of the NecroDancer) writing about what makes a game commercially viable: http://www.gamasutra.com/blogs/RyanClark/20150917/253842/Wha... Here's Jan Willem Nijman of Vlambeer discussing a large number of small improvements that make games feel good: https://www.youtube.com/watch?v=AJdEqssNZ-U Here's Rami Ismail, also of Vlambeer, explaining how making a game a week helps you develop an intuiti…

[deleted]

Re: I Have Created 50 Games in 2014

#36
I've been playing Kenta Cho's games since forever. I've sunk countless hours into Noiz2sa, rRootage, Parsec47 and Tumiki Fighters. His games are usually very minimal, creative and stylish with a nice techno soundtrack.

https://www.youtube.com/watch?v=-k2yhmvdSkU

He is the reason I spent several years writing shmups.

He is one of the first devs I knew about that switched from C++ to D.

https://en.wikipedia.org/wiki/ABA_Games

Re: I Have Created 50 Games in 2014

#37
post #34
post #25

Earlier quoted context omitted.

Here's Ryan Clark (Crypt of the NecroDancer) writing about what makes a game commercially viable: http://www.gamasutra.com/blogs/RyanClark/20150917/253842/Wha... Here's Jan Willem Nijman of Vlambeer discussing a large number of small improvements that make games feel good: https://www.youtube.com/watch?v=AJdEqssNZ-U Here's Rami Ismail, also of Vlambeer, explaining how making a game a week helps you develop an intuiti…

Ryan also has a great Twitch stream every friday where he analyzes the current Steam topsellers and Kickstarter projects.

Sounds interesting. Does he archive on youtube?

Re: I Have Created 50 Games in 2014

#38

I've been playing Kenta Cho's games since forever. I've sunk countless hours into Noiz2sa, rRootage, Parsec47 and Tumiki Fighters. His games are usually very minimal, creative and stylish with a nice techno soundtrack. https://www.youtube.com/watch?v=-k2yhmvdSkU He is the reason I spent several years writing shmups. He is one of the first devs I knew about that switched from C++ to D. https://en.wikipedia.org/wiki/AB…

Oh, he's the guy who made Tumiki Fighters? that game is awesome, I used to be addicted to it for a while.

Re: I Have Created 50 Games in 2014

#39
post #15

Kenta Cho is someone I admire a lot. I have to admit that of the 50 browser games, I didn't actually find a lot that I really liked. However his Windows games (most if not all have been ported to X) are incredible. Each one is a gem. They aren't always polished, but the ideas in them are really, really good. Of course you have to like retro style shooters ;-) Thanks for posting this. I keep meaning to read his blog,…

Where can I find all the X ports?

They are in debian if I remember correctly. Arch has then in aur too. I don't actually know where they are hosted outside of distributions, though (if they are).

Re: I Have Created 50 Games in 2014

#40
post #28

(shameless plug) Some folks in the Ludum Dare community are hosting One Hour Game Jam, which is a weekly game jam to create a game within one (or possibly a few more) hours. A different theme is chosen for each week by voting. I would say most games are crappy (including mines) but that's a part of the charm. cf. http://onehourgamejam.com/ According to the host, this is mostly "a support group for those who have too…

A 1-hour game jam is like a conceptual joke, and it doesn't get any funnier the more it's repeated.

How about, for once, a game jam where there is actual competition and a strive to make the most technically impressive + the most fun games?

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