Physics as inspiration

Filed under: Game Design | — Wrote by Tumetsu on Tuesday, November 11th, 2008 @ 6:23 pm

Physics in the game design

There have been sometime somekind fashion to create games with advanced physics engines especially in the commercial world. Slowly physics have sneaked to the indie scene too in games like Gish. Physics can create some interesting concepts and new twists to gameplay. Large and complicated physics are still very hard to program for hobbyists but it doesn’t block using them in your small budget games. In most times you don’t need full physic engines to achieve needed realism or neat effects. Lately I have played little with these ideas which originated from my recent physics studies. In this article I’m going to share some thoughs about some relatively small ideas how to implement physics in your game.

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Paradox under development

Filed under: Personal stuff, Under development | — Wrote by Tumetsu on Sunday, November 2nd, 2008 @ 8:44 pm

Well, it’s been some time, eh? Sorry for not posting anything for so long time. Believe it or not, I have been busy and have many things to care about. However, this is not about excuse of absence, it’s meant for some news about Paradox.

Screenshot from first level

For those who don’t know about this project, it’s my longest game project. Been under development since early 2007. Game got 7 complete levels and demo release got many good ratings from sites like 64Digits. Sadly, the project froze due slow story planning and unsatisfactory for graphics and lacks of engine.

But the project have returned and it’s time for first peek to it… (more…)

Platform example

Filed under: Examples and tutorials | — Wrote by Tumetsu on Tuesday, July 29th, 2008 @ 10:27 pm

Description

This is first and so far my last example :P It’s example of various things often needed in platform games. It pretty simple and I think pretty neat.

  • Slope movement (though I forgot to add slopes in test field :P )
  • Ladders
  • Trampolines
  • Moving platforms
  • Falling blocks
  • Character itself
  • Water with current going left (easy to modify)
  • Character itself

Note for unregistered GM users

This should work with unregistered GM version after you remove steam generators and other steam related stuff. Example won’t work with unregistered because of particle effect in steam.

Credits

  • Basic engine: Tumetsu
  • Slope movement: Kiwi
  • Moving platforms: djrellik
  • Music: Golden Sun 2  - Aqua Rock     -So don’t use it in your game ^_^

Download

Download


Some maintenance…

Filed under: Personal stuff | — Wrote by Tumetsu on Monday, July 28th, 2008 @ 11:40 am

After gettting some complaints about dark template and other minor issues, I have decided to change AF’s template. Because of that, there may be some weird layouts and things going on some time because I update site in live but these things shouldn’t block you to read site’s content.

After layout issues have been fixed, there may be some new content in the site. Just maybe… :P

-Tumetsu

CenturyShell

Filed under: Ussa's artwork | — Wrote by Ussa on Wednesday, July 2nd, 2008 @ 11:27 pm

This is one of my first abstract illustrations. It is made with shell, certain water/splash stock photos, blending modes and lots of adjustment layers. I also used Photoshops wave-filter a lot with burn and dodge tools to create the abstract “tail” to the shell.

If you’re interested in any kind of photo montage, you should go and take a look at stock.xchng which is one of the largest free stock photo sites. That’s were I found allmost all of my stock photos and it sure is worth to take a look.

Thought I’m little busy with summer jobs I’m working with Arctic Flowers newest game project so time won’t propably be enought for photoshopping outside of our project which means I may not publish any new art here in some time. Of course I put my older works into here now and then…

-Ussa

Planning

Filed under: Game Design | — Wrote by Tumetsu on Tuesday, July 1st, 2008 @ 10:07 pm

I’m person who likes to plan things out before starting something. It’s pretty useful skill in various things including art and yes, game design. Why planning is important? And when it’s needed and when it’s rather useless? How to plan? I’m going to cover these topics in this article about planning when developing games.

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Some news…

Filed under: Personal stuff | — Wrote by Tumetsu on Tuesday, July 1st, 2008 @ 8:45 pm

I have some news for you my dear readers. In upcoming week, I’m away and most likely I don’t write anything new unless my mobile phone can connect to the internet there. However, I wanted to share some things related to Arctic Flower.

Template modifications coming

Lately I have got some comments about how dark current template is. Seems like it really is VERY dark in older monitors or if your screen’s brightness is very low. Site shows fine with my laptop but is very dark in my desktop computer which haves pretty old monitor (from 2000 if I remember correctly :P ) Because of these darkness problems, I’m going to lighten current theme someway or replace current one completely. If anyone haves any knowledge about modifying or making Wordpress templates, help would be appreciated. I will start work template when I have more time so you have to wait atleast week and probably a bit longer. Until then, if template is too dark, you can still read content from RSS feed which is available in your browser’s URL bar.

New pen tablet

I bought new pen tablet Wacom Bamboo. Really nice little tool. This will mean new artwork from me and hopefully some useful graphs for game design and other articles to help figuring concepts.

New project

AF have now new project targeted to the YYG’s third competition. It’s code name is somewhat unadventurous; Turtle game. As you may have already guessed, it contains some turtles and concept which connects turn based strategy to fast paced action.  More about project will be revealed when work advances and we will get some screenshots to show you.

Tumetsu

Coming up game ideas

Filed under: Game Design | — Wrote by Tumetsu on Wednesday, June 25th, 2008 @ 11:47 pm

Most of us have creative blocks occasionally when it’s hard to come up any new game ideas. This kind of problem led me to ponder some different ways how game idea can born. Developer can start their idea from theme, game mechanic or story. What are benefits of these different ways? How to feed your imagination? Some of my thoughts about these subjects I have written for you to think about. (more…)

Girl of Shadow

Filed under: Ussa's artwork | — Wrote by Ussa on Sunday, June 22nd, 2008 @ 8:30 am

This is my latest published picture this far and it can be found on a full size on Advanced Photoshop with some of my other works. I’ve used about ten different stock pictures from stock.xchng and from my own picture library.

I’ll post more of my works here now and then so keep an eye out.

-Ussa

Releasing your games

Filed under: Game Design | — Wrote by Tumetsu on Sunday, June 15th, 2008 @ 7:09 pm

In First impression is important -article I covered some important things which developer should take account to ensure player’s interest to the game. In this article I’m going to talk little about releasing your W.I.Ps and completed games. How to get as much attention as possible? I have noted some common things in well released games and made many mistakes myself and earned precious knowledge. So I will share some of my experience to you.

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