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Posts Tagged ‘PC Development’

I like the Dead Space series. I’ve played a fair bit of DS1 and enjoyed a few moments of DS2 before our PS3′s hard drive died a fantastic death (rackety, rackety, clack clack…Woop woop…woop woop, it went). A few months on, I still haven’t picked them up again, in spite of both being very competent action/thriller games. EA today released the specification requirements for the third iteration of the series and while it will be awesome, I’m just wondering if anyone else is tired of straight-from-console ports?

Dead Space

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We’ve mentioned the Experimental Gameplay Project on NAG before, namely for its focus on rapid game development. With a mandatory “one week only” rule for game creation, this project gives developers from all over the chance to explore and ever-so-slightly flesh out a lot of really cool game concepts.

goo

Hey, who doesn't recognise this game by now?

The Experimental Gameplay Project (henceforth known as EGP, because acronyms are that much more awesome) started off in 2005 as a simple diversion for a few random grad students. These random grad students were keen to see whether they could make a whole bunch of games in just one semester, and eventually came out with more than 50. Due to their hard work and the successful promotion of EGP, they soon became not quite so random and their effort turned into an Internet sensation.

Then, for a while, they went silent.

After a period of dormancy, their brainchild emerged with a fresh coat of paint this year, and they’ve since been holding monthly competitions focused around broad themes such as “Failure” and “Art Game”, affording participants some flexibility that nonetheless encouraged them to get rather ingenious with their interpretations.

The competitions don’t restrict entry, don’t really have a way of tracking your dev time, and don’t shower winners with cash and other loot, but they still do their job well. After all, fostering a culture of creativity and experimentation is always more important than formalising and monetising it – and will probably lead to bigger and better things anyway.

Here are a few delicious examples of “success stories” that have emerged from EGP:

crayon

Yep, this is an actual game screenshot.

Crayon Physics Deluxe

Those who keep tabs on big indie trends probably know that Crayon Physics Deluxe won the grand prize at the annual IGF last year. A lesser-known fact is that, some time before that, it was sitting pretty on EGP as a wide-eyed and hastily put-together project that had no idea of the prestige it would one day enjoy.

World of Goo

Back in the days of oldschool EGP, a cute (but crude) little game called Tower of Goo took the indie community by storm. This humble glob of proto-code and simple gameplay eventually morphed into an indie commercial project (World of Goo) and single-handedly secured Kyle Gabler’s place as one of the most prominent indie developers today.

bb

Proof that graphics don't have to be "good" to be "awesome."

Broken Brothers

More recently, an EGP game called Broken Brothers surfaced on the IGF entry list for 2010. It is made by one Michael Todd, who’s recently been crafting a slew of small, experimental videogames for people’s consumption, and featured quite prominently in a recent EGP competition.

Canabalt

If there’s anything notable about Adam Saltsman’s Canabalt (aside from the fact that it’s incredibly simple, addictive, and made with his own flixel framework), it’s the fact that the developer wastes no time. A few scant weeks after showing up on EGP, it tore its way through the online Flash scene and Saltsman announced that it was coming out for the iPhone. Whoah.

If you have some spare time (and even the slightest inclination) head over to EGP now and get experimental! Competitions are constantly on the go, and the experience may just be what you need to unlock that killer game idea.

I usually reserve these pages for tools aimed at beginners or game designers who are more interested in results than nice tech. Of course, when you have two astounding game engines leaping at your face and screaming, “I’m free! I’m free!” it’s generally time to sit up and take notice.

Prepare to meet the Unreal Development Kit and the Unity Indie package. They’re large, they’re in charge, and they won’t cost the earth. Heck, play your cards right and they won’t cost anything at all.

Unity

unity

If there's one thing that developers note about Unity, it's the damn fine dev environment.

Chances are that even game development laymen have heard something about the Unity engine, by now. Its tendrils are steadily entwining several game platforms (most notably Web browsers and iPhones) and the titles produced with it are remarkably good – especially considering that it’s one of the most accessible “big” tools around.

Unity features an innovative WYSIWYG editor which is comparable to the sort found on much simpler tools, and yet it possesses an incredible level of power that makes it useful for … well, anyone. It’s one of those everyman tools which really doesn’t do anything wrong, and can create everything from monstrous 3D epics to fun and simple browser games.

Just note that this is not a free ticket to development on the iPhone: you still need to be a registered platform developer with a working copy of Unity iPhone. Insert other fine print where appropriate.

Get it here for great justice.

Unreal

Epic Games is possibly one of the most important game development groups in history. In the early days of game modding, they single-handedly brought about a game community revolution with the likes of UnrealEd and their extensive support of third-party material and creativity.

It seems only fitting, therefore, that the Unreal Development Kit is now freely available for anyone to use. This is important for various reasons: firstly, the Unreal Engine is what we like to call Serious Freaking Business™. It’s the driving force behind loads of today’s triple-A titles, and getting something like this for free is almost unbelievable.

Prometheus

Prometheus, a time-travelling "single play co-op" game that claimed second place in this year's Make Something Unreal competition.

Secondly, anybody who possesses the dev kit can play a whole manner of Unreal-based mods without actually owning any Unreal-based games, meaning that the modding community is set to enjoy not only a fresh injection of starry-eyed developers, but a major swell in its audience too.

There is one catch in this whole thing: games made with the dev kit are for non-commercial use only. There is, however, an interesting commercial license scheme geared at indies who don’t have the scratch for major projects: a dev license can be purchased for $99 when the game goes commercial, and no further costs will be incurred for the developer’s first $5000. After that, there’s a 25% royalty charge on all profits.

It should be noted that this is a fairly steep price in the long run, but for struggling indies who want to release a commercial game on the cheap (or a non-commercial game at absolutely no cost) the Unreal Development Kit may just be what’s needed. Just weigh it up carefully against the alternatives: tools like Unity are nothing to sniff at either, and in such cases come with no strings attached at all.

Find it and conquer.

Klik & Play is one of those mysterious game creation tools that should, by all rights, be long dead. I was personally introduced to it as a wide-eyed, schoolgoing youth back in a time when accessible game creation was still rare. Countless hours, days, and even weeks were poured into dozens of small projects that I would complete and share with my friends. It was (in a word) awesome.

However, this nifty little program was released way back in 1994, which in human years makes it approximately three gazillion years old. Despite its remarkable age, it still clings to life in a way that would put even the most tired and tenacious of EA game franchises to shame. Heck, it doesn’t just cling: it retains its own thriving community, and lots of high-profile people are still making games with it today.

The thing about Klik & Play is that it hits a sweet spot that’s not shared by many other tools. It’s far more powerful than the likes of Sims Carnival, but it’s also slightly simpler and more accessible than Game Maker. And despite being a good 15 years old, it’s still remarkably useful in today’s game creation scene.

knpEditor

Number 1 on the list of cool ideas: a step-through editor.

Klik & Play, like many other game creation tools, is based around the basic building blocks of rooms, objects, and events. It works its magic through a combination of drag-n-drop coding, prefabricated game objects (complete with movement schemes and animations), and an incredibly powerful tool known as the step-through event editor. The latter is an innovation which still has no real peer amongst today’s game creation tools: it allows a developer to run through the game and have new events such as collisions and keyboard presses checked in real-time.

So, what do you stand to gain from Klik & Play? Well, for one, people are still using it here and there. It also happens to be a free download (at least in its “KNP for Schools” incarnation), though you shouldn’t expect much from it if you want to make a commercial game: a little disclaimer displayed at the end of each game’s run-through makes it quite clear that Klik & Play games are not for sale.

Klik & Play allows you to set up a fully functional level in moments. Pirate-cops and snowmen optional.

Klik & Play allows you to set up a fully functional level in moments. Pirate-cops and snowmen optional.

If this tool interests you, but maybe doesn’t quite fit in with what you’re after, you should really look up the series of game creators that it spawned, which includes the likes of Click and Create, The Games Factory, and Multimedia Fusion. Developers such as Derek Yu have found the series useful in crafting games like Eternal Daughter, and even today the product line stands proudly against others in a world of fun and easy game creation.

Grab Klik & Play now and see for yourself what the early ’90s can teach a whole new generation of hip and trendy young game developers.

Adam Saltsman. What a charming bugger.

Adam Saltsman. What a charming bugger.

Adam Saltsman is a pretty cool guy. He makes some pretty nice games here and there, maintains a pretty interesting blog on Gamasutra, and is always pretty quick to respond when I nag him for info on game development articles. This puts him very firmly in my “good books” territory.

He’s also made a Flash development toolkit called flixel, which is the subject of this week’s column.

What is flixel?

If you’ve followed my Crash Course 500 guide to Flash development, you should have a very raw idea of how to set up and get started with development in Flash’s primary language, Actionscript. If you’re confused about where to begin with Flash and Actionscript, said article is pretty cool. If you want to make a full-blown game, however… well, there’s still a fair amount of work ahead of you. Fortunately, flixel makes that process a whole lot easier.

While you’ll still need to be a reasonably literate programmer to benefit from flixel, it makes things a helluva lot easier for coders who know how to slap a class together but really don’t want to get caught up in all the grunt work that makes a good game system. To put it simply: if your new Flash game is a house, flixel is the foundation that it’s going to be built on. To put it in mysterious code-speak: flixel is a collection of pure Actionscript classes which you can easily extend to create quick and stable game objects. Listed features on the flixel overview page include fast sprite rendering (5000+ objects on-screen), particle systems, collision detection, buttons and organisational classes, several special effects and excellent support for free Flash IDEs like FlashDevelop.

A whole whack of cool Flash games have already been made with the flixel libraries.

A whole whack of cool Flash games have already been made with the flixel libraries.

Sounds cool: how do I use it?

Let’s start from scratch, here. If you’re an absolute green when it comes to things Flash-related, take a look at NAG Online’s tutorial on getting started with FlashDevelop. It’ll get you to the point of your first “hello world” project and arm you with the basics of compiling and running Actionscript projects.

Once you’re set with that, you’ll need to gain more familiarity with Actionscript itself. Some sample FlashDevelop projects can be found here, and the flixel site recommends this tutorial to help you along — just be sure to skip the bit about MXMLC, since it won’t apply to you unless you happen to be going with that particular tool.

Flixel itself can be downloaded from the official site, and a help thread has been set up to point new users in the right direction. There’s also a convincing list of games made with flixel that’s hanging around, so you can check them out and see what Saltsman’s framework is capable of.

The long and short of it: if you’re a fan of Flash, flixel is an absolute must. Give it a try, let the creator know what you think, and have fun making games!

We mentioned Python a short while back as an easy introduction to programming, but if you want something that’s aimed more at the young ‘uns and practically guarantees a gentle tutorial for game coding, take a look at Scratch.

Developed at MIT for mysterious educational purposes, Scratch is an animator, simulator and game creator. If you’ve tried out The Sims Carnival,‭ ‬you’ll find Scratch to be similar fare in several ways:‭ ‬it has an easy,‭ ‬visual‭ “‬programming interface‭” (‬those special quotes mean that the words aren’t nearly as scary as they sound), a friendly premise and a broad community of other game creators that you can upload and share your creations with.

Projects are easy to make and come packaged in a very friendly environment.

Projects are easy to make and come packaged in a very friendly environment.

And yet it adds a few extra points which are worth looking at too. So what’s interesting about Scratch? Let us count the ways.

(1) As mentioned above, Scratch is an educational tool — with plenty of focus on the education. Everything about its design seems to be geared towards helping people learn: code components, for example, are built block-by-block as “puzzle pieces” which only fit together in certain ways. This reinforces basic programming principles by showing users which parts of the code can logically interact with each other, and in what order.

(2) Scratch also makes great use of colour. All control structures (such as while loops and if statements) are coloured in orange, motion code is in blue and variables are in red so that you can quickly identify these components based purely on their hue. On top of that, you’ll be able to see your code while you play the game, and components will flash every time they’re used in the program so that you can have a better understanding of how events work. Ahh, the miracles of modern science!

(3) Finally, perhaps moreso than with any other beginner’s tool, Scratch elaborates itself through demonstration. When stepping on over to the File > Open dialog, users are presented with a lovely “examples” button that takes them straight to a folder with nearly a hundred samples of games, animations, simulations and stories that are ready-built and looking to teach you something.

Check out the examples folder: it'll be your most important teacher.

Check out the examples folder: it'll be your most important teacher.

So, is Scratch brilliant? Well, yes and no.

Scratch’s primary drawback is that it isn’t too powerful. At all. Most of the games on display are primitive (and buggy), and, in particular, the way that they address matters such as object creation and collision detection between sprites is … well, somewhat strange.

But given how determined Scratch is to make the user experience simple and colourful, it still seems to possess great value as an introductory guide to programming, particularly for children. While this may not be the tool for you, it could easily be useful for somebody you know, or maybe even a local school that doesn’t yet know about it.

If you’re still looking for that beginner’s tool to convince you,‭ ‬then just take a look at Scratch and see for yourself just how friendly it is.‭ It’s free, it’s solid and it has a lot of pretty colours. Check the Website here.

Most of us have, at some point or another, indulged in a little JRPG goodness. But have you ever considered the possibility of creating one yourself? Thanks to RPG Maker XP, you have the tools to do just that.

In this article, we’re going to show you how to create a basic room, an event encounter, and your very first battle with some baddies in a classic JRPG world. This may sound horribly complicated, but don’t worry: the standard package of characters, enemies, animations, and tilesets means that you actually have to do very little work to get yourself started. You can take advantage of this to see how things tick without figuring everything out from scratch.

First of all, grab the trial version of RPG Maker XP from this download page. It’s free for a trial period of 30 days, after which you’ll need to fork out some dosh to continue using it. That should be more than enough time to decide whether or not you want to stick with it.

After downloading, you’ll want to open the ZIP folder and run the setup. There are two components that you need to install: the support files for the software (your clue here is a hideously long acronym: don’t ask us what it stands for) and the toolkit itself. Once you’re done, fire that bad boy up.

You’ll be confronted with a rather blank screen. Let’s change that by going to File > New Project. Here, you’ll be presented with your greatest challenge: setting up the game properties. Don’t worry, you can get through it.

Once that’s sorted out, you should be presented with this:

openingscreen

You are the artist, and this is your canvas.

RPG Maker conveniently sets you up with not only a nice, friendly map canvas, but a few default tilesets as well! Have fun and place a few tiles by clicking on them in the left window and putting doodads onto the right-side map. To make your life easier, take note of two things:

(1) You can select multiple tiles at once by clicking and dragging in the left window. This spares you the pain of building a large structure block by block.

(2) Tiles are laid down in three layers. You can flip between these layers by checking the diamond-shaped icons at the top of the window. Use this to put a tree onto grass, for example.

Once you’ve built something you like, try it out by clicking on the playtest icon at the top. You’ll see that the game provides a menu system and characters for you already! Fiddle about with the sample. You’ll see that you can’t do much just yet, so exit once you’re satisfied and get ready to check out the database.

menu

The default in-game menu. Characters, stats and a whole lotta blue.

Once you’re back in the editor, press F9. Whoa! That’s a lotta stuff to take in. What you’re seeing right now is a summary of every object, graphic, character, enemy, and just-about-everything-else-thing that will appear in your game. Have a look at some of the tabs and mess around if you feel like it. RPG Maker kindly provides a lot of default entities to populate your game with so that you don’t have to create your own.

What, have they released the first Sims 3 expansion pack already? Not quite: The Sims Carnival is a games creator and gaming portal, and a damn accessible one at that. You can make your own games in no time, upload them to the web, check out other people’s creations, and even peek in at the source code of cool projects to see how they work!

While it may not be the most powerful or revolutionary tool out there, it’s certainly easy enough to get to grips with in 500 words. So start by downloading the software and installing it. When done, fire it up and see what it’s made of.

You’ll be presented with a screen consisting of the game’s canvas, an object pane, and a “behavior” panel (remember kids, we’re dealing with the mysterious American spelling system here). Click on the giant floating spaceship, check how it’s been programmed, and click on the play button at the bottom-right corner of the canvas to preview the game. Understand everything? Good. Delete that ship and get ready to create your own object.

Click on “Import an IMAGE file” and select an appropriate pic for your new game avatar. This picture will instantly become a game object with most of its properties automatically set up for you. You can fiddle with the image by using the buttons below the canvas.

carnival

Egads, we've created a monster!

Once you’ve found a suitably ugly image for your nefarious deeds, click on the “Launch Behavior Library” button. This defines all the cool stuff that happens in the game itself, divided into “if” and “then” categories (you should see “if” for now). Click on the “Keyboard” tab under “Basic” and drag it to the behaviour board. Click on the green arrow that appears. Where it says “Conditional”, open the menu and select “While key is down”. Close the dialog using the green arrow again.

Now go back to the library and select the “Then” tab. Select the “Move” option and drag it onto your neatly-made “If” statement. Ooh, it links up! And has its own green arrow next to it! Click on the arrow and check the properties.

What you should have right now is an “If” statement that checks when the left keyboard arrow is pressed down. This triggers an event which moves the object 10 pixels to the … oops, better change that radio button to “move left” instead of right. Click on the green arrow to roll up the window again. Congratulations, you’ve just defined your first object behaviour.

Create three more sequences in the same vein, one for each keyboard direction. Net result: when you run the game (by pressing the play button, remember?) you should be able to move your object in all four directions using the keyboard. Congratulations, you’ve just created your first moving object in The Sims Carnival. It’s smooth sailing from here, mate.

If you like the looks of this tool, check the FAQ and get going! For an even simpler game creation, try out Carnival’s Wizard Tool.

Code in Python, go to outer space. A simple process, really.

Code in Python, go to outer space. A simple process, really.

Do you really, really want to become a game programmer? Do you really, really have no idea how to start? Try some Python! This easy and simple programming language is not just a great springboard for people who don’t know much about coding: it’s also a tool that’s gained a considerable following in South Africa over the past few years, and is famously endorsed by Mark “can haz astro-monies!” Shuttleworth.

Now, while it’s not strictly recommended that you plough straight into the Python language as opposed to, say, firing up Game Maker and fiddling with its script editor, Python is not a bad introduction to programming in its own right. For those who insist upon diving into the world of “pure” coding, it would probably be a good idea to stop off at the Python station before moving in a direction as drastic as C++. It’s a lot friendlier, and arguably a little easier to create games with.

Python is what’s described as “totally freaking simple” by programming veterans. An experienced coder can learn it in an afternoon. A beginner can dip his or her toes into the shallow end for a while, realise that the water is warm and then do a full-on bellyflop dive into more complex programming territory.

It’s often used in conjunction with open-source tools such as Blender, and serves as the coding glue that holds Red Hat’s system software together. It was also created by somebody with a sense of humour, so most of the tutorials are pretty cool to learn from, as well.

An example of Pygame in action.

An example of Pygame in action.

From a game developer’s perspective, the cherry on top is the existence of Python game creation libraries, such as Pygame,which extend the language in a way that lets you create all sorts of 2D/3D titles. Pygame is the major Python option for game crafting, doubling as its own dev community that discusses, creates and plays games made with the tool. Spotlights of better games are dotted here and there to give new users an idea of the tool’s potential.

Is Python the alpha and omega of game design? Not necessarily, but it’s a great way to get comfortable with “full-on” coding environments in a way that will demonstrate how fun and easy programming can be. So if you want to go “pure” and are eyeing C++ in place of a rapid game development toolkit, do yourself a favour and learn Python first. It’s a joy to use, and at the very least will serve as a great stepping stone on the way to all that programming high sorcery.

Check out some Python downloads and beginner’s guides to help you get started, and look over here for Pygame downloads and tutorials!

woman-screaming“Sound development is scaaaary!” you think. “I can’t possibly get nice audio for my game unless I trawl the Internet for free sound effects!”

Most developers wouldn’t hesitate to agree with you. But it’s rather strange when you think about it. People are generally willing to code games from the ground up, draw their own graphics, write their own character dialogue and even act as their own PR agent. And 99% of the time they’re absolutely eye-bleedingly awful with at least one of these chores. But despite the incredible array of jobs that the average dev is willing to take on, the task of sound engineer is still considered somewhat … icky.

Sound creation is no more specialised — or difficult — than firing up your favourite drawing app to doodle some random sprites. Yes, it takes a lot of skill and experience to master, but there’s no reason why you shouldn’t be able to paddle about in the shallow end of the audio creation pool.

There’s a stunning array of sound effects you can create by simply firing up Audacity, making a noise for the microphone and modifying a few basic traits such as pitch, tempo and echo effects. That’s pretty much it: if you don’t believe me, try this little offering that I helped construct for a 48 hour development competition. Part of my job on this project was to cobble together a few sound effects, and I did everything using only the method above.

“But I’m shyyyyyyy!” you protest. Okay, so maybe you live in a crowded hostel and are somewhat paranoid about your own voice going into a computer. After all, nobody wants to get caught shouting, “PHWEE-OOP-DE-DOOP!” into their desk mic (unless it’s like a fetish or something, in which case you have other concerns). But even then, there’s still a remarkable number of handy sound generation tools wandering around the Internet that don’t cost you a cent.

sfxrTake, for example, this wonderful retro sound generator by DrPetter, which offers a wide range of adjustable old-school explosions, jumps, impacts, and pickup noises. Finding similar software on the Internet isn’t that difficult either (with or without the patronising commentary).

Heck, go one step further and dig out the old MIDI skills — pick up something like Anvil Studio and create compact (and easy!) background tracks for your latest project. It’s super awesome.

Still scared of sound creation? Overcome those fears once and for all! Just take a deep breath and give it a try. At the very worst, you’ll create something hideously corny … but that in itself is just a part of the greater educational process. If you’re brave enough, give it a shot and swing a link to your creation down in the comments section.

And so, to all of those who are about to start a glorious audio engineering career: I salute you! Now go get soundcrafting, already.


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