public marks

PUBLIC MARKS from bcpbcp with tag games

05 March 2006 02:00

SourceForge.net: Haaf's Game Engine

Fast and convenient development of high-quality small 2D games without knowing much about technology. This is the motto. HGE includes HAL (hardware abstraction layer), helper classes (fonts, particle systems, resource manager etc.) and authoring tools.

05 March 2006 01:00

NTSC-uk Features > ABA Games Interview

NTSC-uk spoke to ABA Games, the Japan based homebrew Shmup developer (and creators of titles such as Torus Trooper and rRootage) to find out more.

Finalboss - Entrevista com Tetsuya Mizuguchi

Tetsuya Mizuguchi, um dos game designers mais prolíficos e divertidos da atualidade, tem em seu currículo muitos games dos gêneros mais variados: Sega Rally, Rez, Space Channel 5, Lumines, Meteos e está prestes a lançar Ninety-Nine Nights, seu primeiro game para um console da próxima geração.

Slashdot | Adaptive AI in Games - Does it Really Work?

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qasimodo asks: "I was recently reading a preview of Splinter Cell: Pandora Tomorrow, and then I came across this article at GameSpot saying Pandora Tomorrow will feature adaptive AI which 'will adjust itself to players' skill level'. I remember (and is also mentioned in the PT article) Max Payne also featured this, but I never noticed it. I guess that's the best way to know if it works, since it adapts to your gaming skills, but does it really work? Have you noticed it? Do you have proof of it?"

The 20' By 20' Room: John Kirk's Design Patterns of Successful Roleplaying Games

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John Kirk has written a book, Design Patterns of Successful Roleplaying Games, in which he tries to catalogue successful game mechanics, why they work, and when (and when not) to use them. Design patterns are a communication tool from software development -- the idea is that successful projects will tend to have recurring patterns, and that by naming and describing them and the situations that call for their use, we can make it easier to turn tacit, experiential knowledge into a teachable skill.

05 March 2006 00:00

Charlie "Flayra" Cleveland: Want to make a game? Here's how.

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I think one great answer right now is the Popcap Games model. They've made some very fun "casual" games with a very tiny amount of technology. I've never gotten excited about casual games but the games Popcap are reaching a very wide audience and are genuinely fun. What gets me even more excited is that they've released their technology. For free.

Make Mac Games » Blog Archive » Bullfrog: Improving AI

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I’ve been steadily plugging away at my list of bugs and enhancements for the upcoming release and finally tackled one area that I had been avoiding: improving the AI of some of the bugs.

MySpace and gaming: the power of social networks - Joystiq

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A lot of the emerging social technologies on the Web--from social bookmarking to photo sharing--could easily translate into a game world, and as a commenter on Alice's post points out, Second Life already achieves some of the same goals as the MySpace network.

04 March 2006 23:00

Gamecloud - - Casual Games Interview: Wildsnake Software

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Formed by former members of Microsoft, Wildsnake Software has released a number of casual games over the years but later this year they will also be the exclusive publisher for new games created by Tetris creator Alexey Pajitnov. Gamecloud got a chance to chat with Wildsnake co-founder "Andy" (he prefers to be called that in interviews) to find out more about the company and future plans.

04 March 2006 22:00

The Escapist - Attack of the Parasites

You get the same vibe off the most popular gaming sites in the English- speaking world, the casual game portals: EA's Pogo, Miniclip, Yahoo! Games, Microsoft's MSN Games, RealNetworks' GameHouse, Big Fish Games and many more. These lookalike sites are "portals" because they aggregate dozens or hundreds of casual games from many indie designers. Some big portals are mere front ends for faceless distributors like Oberon Media or Boonty.

CNN.com - Casual games -- good, clean, cheap fun online - Feb 28, 2006

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Casual games, those five-minute diversions you play for a quick break but somehow end up clicking away on for two hours, have become one of the fastest-growing categories of computer gaming.

04 March 2006 20:00

Apply Serious Games 2006

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# Experiental and informal learning # Sustainable communities # Effective teams & leadership # Work-flow performance support

GAME'ON-NA 2006, 2nd International North American Simulation and AI in Computer Games Conference, September 19-21, 2006, Naval Postgraduate School, Monterey, USA, Index Page

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The aim of the 2nd annual North American Game-On Conference (GameOn'NA 2006) is to bring together academics, researchers and games people from North America in order to exchange ideas on higher-level concepts that contribute to the field of computer gaming research.

Terra Games | Veja 10 RPGs online completamente gratuitos

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Nem todos jogos de RPG massivos online são pagos. Existem diversos games MMORPG, como são chamados, completamente gratuitos, necessitando somente que o jogador realize um cadastro no site para ter acesso ao mundo virtual. Fizemos uma seleção dos 10 melhores RPGs online gratuitos para você baixar e jogar.

GameProducer.Net » Blog Archive » Sometimes Programming Is Like Playing an Adventure Game

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If sometimes you feel you cannot solve a problem and you feel tired - go to sleep and let your brain solve the problem while at sleep. It just might work.

04 March 2006 14:00

IndieGameDev :: New Book: Physics for Game Programmers

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Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming�even if you don�t have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You�ll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.

04 March 2006 13:00

Gamers With Jobs Press Pass » Blog Archive » Interview with “Geometry Wars” Creator, Stephen Cakebread

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Geometry Wars has been hailed as the “Halo of Xbox Live Arcade” referring to the relative popularity of the game. Intoxicating, frustrating and addictive all in one, Geometry Wars: Retro Evolved provides a constant challenge and level of enjoyment, a siren song to gamers enticing them to play just one more game before hitting the sack. More than 200 thousand gamers, roughly a quarter of which actually paid, are currently wearing out their thumbs and roundly cursing one man, whether they know his name or not. That man is Stephen Cakebread, the designer and developer who crafted this gem for Bizarre Creations.

Gamasutra - Designer's Notebook - "Strange Agents Are Profiling Our Games!" Printer Friendly

Oh yeah… competitive analysis. The most boring part of any product discussion. Why talk about somebody else's market share when you could be waxing rhapsodic about your vertex shaders? Trouble is, the publisher wants to know what they'll be going up against before they invest a few million bucks in your game. So one of the first questions they're going to ask when the presentation's over is, "Who do you see as your main competition?" And the next one will be, "What makes you better than them?" And you'd better be ready with the answers, or you're wasting their time.

Strange Agency

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Strange Agency develops unique computer game analysis software and essential reports for the computer games industry. Our Strange Analyst software can reduce the cost and risk associated with the research and development of computer games, allowing developers instant access to thousands of detailed computer game profiles to compare their concept against.