"Hey! I have a cool idea for a game. Can you--"
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"Hey! I have a cool idea for a game. Can you--"
When you're programming and you have to name variables, classes, functions, etc--
everything you need to know about pixel art and how to startĀ (best one so far)
pixel art, what is it?Ā
an introduction to pixel art by richard janes
2D will never dieās tutorials page
ultrashockās pixel art tutorials:Ā part iĀ |Ā part iiĀ |Ā part iiiĀ |Ā part iv
wikihowās become a pixel artist
great list of 30 tutorials
create a 3D characters from pixel art
the big list of pixel art tutorials by pixelprospector
pixel art tutorials
HUGE Collection of Pixel Art TutorialsĀ (pixeljoint)
Pixel Art TutorialsĀ (Derek Yu)
Pixel Art TutorialĀ (Natomic / Mark)
Big Collection of Pixel Art TutorialsĀ (Gas 13)
Pixel ArtĀ (drbubu)
Pixel TutorialĀ (Final Boss Blues)
Pixel Art TutorialsĀ (deviantART)
More Pixel Art TutorialsĀ (TIGSource Forums)
Even More Pixel Art TutorialsĀ (Pixel-Zone / Some dead linksā¦)
Learning Pixel ArtĀ (Black Golem)
A Beginnerās Guide To SpritingĀ (TIGSource Forums)
2D Tile Art BasicsĀ (Flash Game Dojo)
pixel art inspiration
HUGE collection of Pixel Art, Mockups and more from TIGSource forums!!
Tzigla (a place for collaborative pixelated drawings in 100Ć100 pixel squares)
Pixel Art GuildĀ (site that features Pixel Art)
Pixel Art Mega ThreadĀ (Something Awful Forums)
Pixel Art Rebirth In Digital AnimationsĀ (Game Comments)
Hall of Fame for Games Featuring Outstanding Pixel ArtĀ (TIGSource Forums)
pixel art forums
Pixel Joint
Pixelation ā Way Of The Pixel
Show Us Some Of Your Pixel WorkĀ (TIGSource Forums)
freelance guide
Pixel Art Freelance GuideĀ (Adam āAtomicā Saltsman)
graphic style analysis
Graphic Style Analysis ā Part IĀ (Black Golem)
Graphic Style Analysis ā Part IIĀ (Black Golem)
Graphic Style Analysis ā Part IIIĀ (Black Golem)
tutorials about glowy graphics
We Love GlowĀ (Rob Fearon)
The Radiangames StyleĀ (Luke Schneider)
No they're not.
Roaming around on the internet, have you ever seen someone say that? Or something along those lines?
They'd say "video games are dead" full stop but companies like Sony are seeing to making sure that that's not true. Indie games, however, are a little different. It's hard for small studios and indies to thrive.
Read that again.
Hard to thriveĀ does not meanĀ dead.
So what if it's hard to make it in the indie game scene? That just means the pat on the back you give yourself at the end of the day is well-deserved.
In that same vein, people constantly say that rock and roll is dead. Hip hop is dead. This is dead. That's dead. People talk all the time how everything's dead or dying and yet there's still plenty of content being created and consumed.
"Indie games are dead" is just an excuse.
Don't be one of those people who makes excuses.
If it's hard to make something work, then it's up to you to work ten times harder.
Brainstorming for a new game design is a lot like lighting a candle and leaving it unattended next to several stacks of newspapers.
One moment everything's fine and controlled.
The next moment the entire place is burning down and you don't know how you're going to clean up or organize the mess you made.
It just goes off in all different directions and spirals out of control. You can't really wrap your head around it.
One of my games encourages sacrifice.
To upgrade a robot you need spare parts. But spare parts can't be made or bought. Spare parts can only be collected by chopping up another robot.
So the only way to get spare parts is to send a robot you already have to the chop shop.
YĶĢ Ģ¤OĢĢ̽ĢĢĶĢ·UĶ Ģ±Ģ„Ģ°Ģ¹ ̿ͮĢĶĶ̤Ķ̣̺Ģ̱̻WĢ̯̻̯ĢEĢĢĶ̲RĢĶ̶ĢĢ„ĢEĢͪͣͧĶĶĢĶ Ģ̲Ķ̰ĶĶĶIĢ½Ķ Ģ M̹ͨĶ̬Ģ̲ĶPĶ̶̯RĢĢOĶ®ĢVĢĢĢŅĢ EĶĶĢŗĢĶĶDĢ̫̓ĢĶĶ ĶW͔̹̤Ģ̳ĶIĶĶ̻̫ĶĶ ĶĢ©TĢĢ̵Ķ̬HĢ Ķ¤Ģ½ĢĢĢ̱ĶĢĢ£ĶĶ̦ ĢĶ̰ĶĢ«TĢĢĶŖĢ̦ĶH̾ĢͦĶͬ̈́ĶĢ„ĢĢ̺̤EĶ®ĢĢĶ ĢĶÆĶ̩̪BĶĢĢͤĶĢ”ĢĶĶLĶĶĶĢ̧̪OͦĢĢĶĶĶͬĶĶOĶ̲̯̔ĢĢŗDĢĶĶÆĶ ĢŖĢ³Ķ ĶĶ ĶĶĢĶĶĢĶ©OĢͬĶĶĢĶ ĢÆFĶĶĢ ĶĶĢĶĶĢĶĶĶĢ„Ģ¦Ģ YĢĶØĢĶĶĢĶOĢĢ̬̔Ķ̬ĶĢĢUĶÆĶ„Ķ̪̔RĢͧͬ̈́ĢĢ¹Ķ ĶĢ Ģ Ķ¢Ģ±Ķ̼ĢFĶŖĢĢ̰ͩĶĢ¤Ģ ĢAĢĶĢĶ̵ͧͦĢĶ̄̄ĶĶLĢĶĶĢĶĶL̈́ͨĢĢĶĶ„ĶĶĶE̷̱̾Ģ̬ĢĶ̼̻NĶ̰̫̼ ĢĶĶŖĶĢĢŅĢ«BĢ ĢĶŖĶĶĢ©ĶĶ ĢŖĢ»RĢæĶĢ̤̦̻̦̄ĢĶEĶĶ̻̪̯T̽ĢĢĢ̈́ͣĶĢĢ£HĶĢĶ„ĶĢ̲̯̪RͪͬĶ͔̼ͧĢEĢĢĶĶ£ĢĢ̳ĢĢÆNĢ̬ ĢĢ̼̱̓Ģ̰̮Ķ̱
Adding features to your game like
Resources for New and Old Developers Alike
How many times have your friends said, "Whoa! You make games? That's so cool! I want to do that too! How do I start?"
But no one has the time or patience to teach someone or guide them along. So, here! Next time this happens to you, just direct them to this post.
Let me start this post by saying that if you have any suggestions of things to add to this list, please either reblog or message me your suggestion! And I'll add it with a little "suggested by _____" credit. This list is composed of what I personally used and still use. Help me help everyone else.
Indie Resources - This site is best known for its big lists of links spanning all kinds of topics such as designing, programming, portals, and documentaries. I think everyone can agree that this really is the #1 resource for new gamedevs.
Gamasutra - Kind of a given for both new and old game developers. But for new developers it gives them a really good opportunity to see the business side of things and what kind of stuff you can learn from new releases as well as old favorites. It covers both indie and AAA games - because there's a lot to be learned from big names too.
Gamedev Tuts - As the name states, game development tutorials. Covers a vast array of topics from games to languages and even programs for art. Making games in Unity is covered often. Scroll to the very bottom for the categories and away a new developer goes.
Resources @ Newgrounds - Newgrounds is a portal that hosts Flash games. You can submit and it gets judged. If you plan on making Flash games, you'll probably end up submitting it to some portal or another. However, not only does this give guidelines on how to submit to their site, it also provides resources on how to make Flash games in general.
Only game developers understand the frustration of 3 being too little, 4 being too many, and using anything but whole numbers is not an option.
Compiling your code and seeing how many errors there are--
Those days when you're trying really hard to get things done on your game but you're just like--
I'm writing this as I've been inspired by how many people say, "Oh! I have an idea for a game/character/whatever" when I talk about game development. Sometimes they'll launch into what their idea is about but I usually cut them off by asking, "Why don't you just do it yourself?"
To which, as we all know, they reply, "Well...I'm more of an ideas kind of person..."
But of course they are.
These kinds of people are talked about a lot in game development - they're a game developer's bane. But, as much as they're talked about, no one ever really talks about how to effectively deal to them. Rather: What to say to them and their little ideas.
How can you shoot these kinds of people down without killing them?
Their ego is going to be bruised no matter what you say - so now it's more of a question of how to bruise their ego in such a way that they'll (hopefully) grow from. Whether they do or not is up to them completely. People tend to have a hard time seeing past their own pain and rejection - and right there, already, proof that game development would eat them alive.
Hell, I'm an ideas person too. So are you. Would we be creating games otherwise? No, because we wouldn't have a game to create. We need ideas for games before we can actually make the game.
So, in response to their own response, I usuallyĀ ask, "How many projects have you taken on that you've completed? How many projects have you started but then dropped? Which number is more - the number of projects you've finished or the ones you've given up on?"
Red flag if the second number is the one that's the highest.
Game development is full of these red flags.
Question: How many times have you gotten an idea in the middle of a project you were working on? Probably a thousand times and then some, right? The easily distracted will pursue those fresh ideas, risking never to finish what they start - whereas the more disciplined will write the idea down and continue working on the task at hand. The point is, whether you're the idea chaser or the idea recorder, you have ideas. A lot of them. All the time.Ā
You have plenty of ideas. What you don't have is the time to pursue all of them. Your job as a fellow idea guy is to pick the best of the bunch, buckle down, and finish one idea at a time to the best of your ability.
To these "idea guy" kind of people, explain to them that ideas are not the problem.Ā Getting shit doneĀ is the problem.Ā Finishing what's startedĀ is the problem.
Ideas are, as commonly stated, a dime a dozen. But if those ideas aren't brought from start to finish, they're useless.
Game development doesn't needĀ ideaĀ guys. What game development needs areĀ finisherĀ guys.
Having an idea is one thing. Creating and completing that idea is something else entirely.
15 Things I've Learned in One Year of Programming
My birthday shares the same day as my gamedev anniversary - the day I decided to start seriously pursuing this game development stuff - so here I am to share 15 things I've learned in one year of programming.
1. If itās taking a really long time to program or if it seems too overly complicated, Iām probably doing something wrong.
2. Likewise, if itās too easy and compiles without error on the first few tries, thereās probably a very tiny error lurking in the dark corners of a forgotten bit of code somewhere - just waiting to fuck shit up at the most inopportune moment.
3. In that same vein - the smaller the error, the bigger the problem. The bigger the error, the more better off Iād be just commenting out the code and rethinking whether or not this programming thing is such a good idea after all.
4. Iāve never experienced the woes of feature creep because if I canāt even get my current features to work, how the fuck am I supposed to get anything else to work?
5. Insignificant features will almost never be buggy and, if they are, itās a quick fix as a result of a spacey mind or just pure stupidity. Core mechanics, however seemingly simple, will always always always be a son of a bitch.
6. Thereās nothing wrong with the code. I just forgot to include a file in the assets folder. Yet again. And again. And again. And again and again and again. Or maybe I justĀ misspelledĀ something in the file name. Which is equally ridiculous.
7. Smart people save and recycle a good amount of their code. Too bad Iām a total dumbass 99% of the time.
8. Computers are the very reason for that old adage, āItās not you, itās me.ā
9. Memes arenāt funny because they support stereotypes that arenāt true. Programming memes arenāt funny because they are true.
10. The harder I try, the harder I fail. So the solution I try on a whim of āsure, why notā is usually the solution that fixes the problem. Refer back to lesson #1.
11. If I skip or skim over any - and I mean any - part in a book, tutorial, or video, Iām gonnaā have a bad time.
12. 3000 milliseconds doesnāt seem like a long time until Iām waiting for something to happen in the program Iām testing.
13. Although prototyping is important, sometimes the best way to solve errors is when I put all my chunks of code together.
14. There are at least twenty different ways to do one thing. Each of those ways come with their own set of errors and headaches to deal with so youāre stuck choosing the lesser of two evils or the really evil solution that does everything you want. Fuck.
15. Compilers only report the errors they feel like reporting. It just might not know how to break the bad news to me. That's why I have to compile twice. That's the only way it'll fess up. And I quote: "Okay...if you insist..."
And a bonus - seeing as how this isn't necessarily something I learned, rather, it's just common sense: Even when I think I know what I'm doing, I actually don't know what I'm doing at all.