The ultimate engine for 2D games.
Tout un programme !
via GuePE
hi! bitsy is a little editor for little games or worlds.
the goal is to make it easy to make games where you
can walk around and talk to people and be somewhere.
A finite-state machine is a model used to represent and control execution flow. It is perfect for implementing AI in games, producing great results without a complex code. This tutorial describes the theory, implementation and use of simple and stack-based finite-state machines.
Goal Oriented Action Planning (GOAP) is an AI system that will easily give your agents choices and the tools to make smart decisions without having to maintain a large and complex finite state machine.
Libgdx is a Java game development framework that provides a unified API that works across all supported platforms.
The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably.
Libgdx tries not be the "end all, be all" solution. It does not force a specific design on you. Pick and choose from the features below.
Yet another free game engine.
Derrière notamment Halfway...
In January, I first pushed my lock-and-key puzzle generator, Metazelda, to github. Since then, I’ve had lots of ideas for how it could be simplified or improved.
PICO-8 is a fantasy console for making, sharing and playing tiny games and other computer programs. When you turn it on, the machine greets you with a shell for typing in Lua commands and provides simple built-in tools for creating your own cartridges.
A curated list of PICO-8 resources, tutorials, tools and more : https://github.com/felipebueno/awesome-PICO-8
clone libre : https://github.com/Gigoteur/PX8
vim : https://github.com/justinj/vim-pico8-syntax
Whaou un article assez détaillé avec différents algo pour générer un donjon.
Un autre dev de Roguelike, il a fait tous les 7DRL, certaines de ces réalisations sont magnifiques :
Site d'un dev de roguelike, il a participé à plein de 7DRL ! les thief RL sont excellents !
I love roguelikes. Traditional roguelikes. Turn based, grid based, punch-you-in-the-gut roguelikes.
The complexity, depth, and emergent gameplay in these games rival any other genre out there. The heavyweights like Nethack, Crawl, and ADOM can be played for years without mastering them… or sometimes without a single victory. And in the last decade, roguelikes have proven beyond all doubt how valuable their ideas are. Despite being a genre invented in 1980, new games are constantly borrowing roguelike ideas and even the name itself.
Article super intéressant sur les roguelikes et le game design. Il se focalise sur la masse de connaissance nécessaire au joueur pour jouer, pas mal de réflexions intéressantes sur la progression de la compréhension avec des liens vers des vidéos traitant du game design de megaman et plants vs zombies.
The free open-source 3D and 2D game engine using modern Object Pascal!
Recommended: download also view3dscene, our model viewer.
See the "Getting Started" documentation.
We also have manual, reference, modern Object Pascal introduction and a lot more:)
I'm Stephen Sherratt - systems hacker by day, game developer by night. This blog is dedicated to the latter. I'll post what I learn about designing games and implementing engines.
OMG CA EXISTE !!!
Solarus is a free and open-source Action-RPG game engine, licensed under GPL, and written in C++. It runs quests in Lua, and can work on a great number of platforms.
Solarus also features a game editor called Solarus Quest Editor, written in C++ with Qt to help you create your game.
This is a collection of articles about, code for, and sample data sets of Herringbone Wang Tiles. Herringbone Wang Tiling is a technique for "randomly" tiling the plane with a set of tiles.
Noteworthy for game developers:
Levels can be generated in arbitrary order (Minecraft-style)
Compared to regular Wang tiles, one can produce results that less obviously lie on a grid
One can introduce a more complicated (semi-random) connectivity then the obvious "every tile is connected to every other tile" without writing any code to do so
Here is the piece of code used in Mines of Elderlore to generate random names.
"Dijkstra maps are awesome. They can teach your AI some clever new tricks - and cheaply, too, because the same map can be used for any number of actors. And AI is just the beginning: Dijkstra maps can facilitate automatic exploration, pathfind-to-cursor, and dungeon generation, too.
So, what is a Dijkstra map? Take a look: "
WAHOU ! mais c'est excellent !
Excellent, création d'un jeu pas à pas au niveau du gameplay.
Suite de 4 tutos pour calculer les ombres et lumières dans un roguelike.