(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?
I Have Created 50 Games in 2014
41–50 of 54 posts
Re: I Have Created 50 Games in 2014
#42Kenta 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,…
His Windows game "Torus Trooper" ( http://www.asahi-net.or.jp/~cs8k-cyu/windows/tt_e.html ) inspired one that I made: https://www.youtube.com/watch?v=vr1zyE7ny5A
A job or two back I spent a lot of time buried deep inside noiz2sa (http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz2sa_e.html), another of his BulletML games, porting it to a mobile game platform as a demo. (This one's in C.) I'm not really a fan of that sort of game but it's a lot more subtle than it looks at first glance. The overall game design and level layout is very carefully done; the way the end-of-level bosses work is particularly clever (they're just ordinary enemies with lots of hit points!). And the whole thing's only 3kloc.
Noiz2sa works well on small screens, but Torus Troopers looks fantastic on a big screen. And both games sound fantastic. Anyone know who writes his music?
Re: I Have Created 50 Games in 2014
#43I noticed that some of these 2014 games (in particular the first one) are created in Flash, which to me suggests that there are still some purposes within rich web media it suits better than the plain web html5/css/js stack everyone is trying to kill it with. I really hope support for Flash isn't widely dropped before we can replicate its utility for richly interactive media in our new standards. (The web seems now j…
http://www.ferryhalim.com/orisinal/
It's a similar set of ultra-minimal toy games, although with a quite different feel. It's a good example of the kind of thing Flash does well.
Re: I Have Created 50 Games in 2014
#44I noticed that some of these 2014 games (in particular the first one) are created in Flash, which to me suggests that there are still some purposes within rich web media it suits better than the plain web html5/css/js stack everyone is trying to kill it with. I really hope support for Flash isn't widely dropped before we can replicate its utility for richly interactive media in our new standards. (The web seems now j…
[0]: http://phoboslab.org/xtype/ http://zty.pe/
PS: somehow X-Type reminded me so much of rRootage :-D
Re: I Have Created 50 Games in 2014
#45Earlier 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…
'Juice it or lose it' https://www.youtube.com/watch?v=Fy0aCDmgnxg
Re: I Have Created 50 Games in 2014
#46Earlier 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…
To those that haven't seen it yet, he iterates a boring game prototype into something that actually seems worthwhile. And all he does is add tiny things that seem inconsequential at first. Stuff like "make the bullets faster" and "add a muzzle flash".
I was amazed at how big of a difference the small changes made in the end. Adding enough lipstick to a pig actually worked wonderfully.
Re: I Have Created 50 Games in 2014
#47How hard is it to make html 5 games portable across different devices with different screens ? Do "html5" game devs mainly use game maker studios that handle the export for different devices or is it better to do that "by hand", if latter, does anyone know for a good resource on that ?
For Swerve this is a problem because we're aiming for smooth 60fps but in a less twitch-based game this wouldn't be so much of an issue.
Re: I Have Created 50 Games in 2014
#48He also wrote up what he learned making these fifty games and I translated it (with his permission & cooperation): https://gist.github.com/polm/05db396cf08b9ec2a81c
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?
Re: I Have Created 50 Games in 2014
#49Re: I Have Created 50 Games in 2014
#50How hard is it to make html 5 games portable across different devices with different screens ? Do "html5" game devs mainly use game maker studios that handle the export for different devices or is it better to do that "by hand", if latter, does anyone know for a good resource on that ?
For Swerve http://swerve.playcanvas.com/ we designed the UI to be responsive for desktop and mobile. We're using HTML/CSS for this so it works well, but unfortunately you end up getting some stalls for browser layout and compositing. For Swerve this is a problem because we're aiming for smooth 60fps but in a less twitch-based game this wouldn't be so much of an issue.