Let it be known that nobody can accuse us of talking about things without having done it first ourselves. Gazza_N, writer of – among other things – our series on creating 3D graphics in Game Maker, has recently released an updated prototype of his own Overseer Assault, now featuring multiplayer […]
Monthly Archives: April 2009

This article originally appeared in Dev.Mag Issue 28, released in January 2009. Almost every video game needs to respond to objects touching each other in some sense, a practice commonly known as collision detection. Whether it’s simply to prevent the player character from walking through the walls of your maze […]
Basic Collision Detection in 2D – Part 1
If you’re in for a bit of Flash goodness (and some delightful B-grade hilarity) check out Robot Dinosaurs That Shoot Beams When They Roar. It’s fun, short and possibly the most kickass thing you’ll come across all day. Ironically enough, it also stands as a fine example of how a […]
ROOOOOOOOAR!
If you’ve not yet played Jonathan Blow‘s excellent time-travelling/twisting/bending/breaking puzzler, as of today your excuses have run out. The Xbox Live Arcade hit Braid is now available on a variety of PC gaming portals: Greenhouse was the first to snag it up, with Stardock’s Impulse service and Valve’s Steam following […]
Time-twisting goodness now on PC
This article originally appeared in Dev.Mag Issue 13, released in April 2007. Overseer Assault is a freak of nature. Now that statement may seem harsh, especially coming from the game’s creator, but it’s true – Overseer Assault is a game that shouldn’t work, but through some dark and twisted means […]
Overseer Assault Postmortem
A little birdie over on the Game.Dev forums has sniffed out a GDC slideshow entitled “Towards Perfect Pathfinding” by Dawn of War developers Relic. On top of that, he’s found a bunch of free source code that deals with A* pathfinding, also from Relic. Thanks a bunch, Relic! We’ll be […]
Warhammer dev code up for grabs
We stumbled across this cute little bugger yesterday. It’s a great example of what you can do to an otherwise simple game given the power of animation and personality. If you want an educated view about the significance of this Flash skit, have a gander at the Gamasutra blog post […]
Emotion. Animation. Stuff.
One of the recent projects on the Game.Dev forums is Squid’s attempt to meld the core concepts of Tower Defence and something-that’s-not-Tower-Defence to create a humble little offering known as Tower Defence Arcade. The controls could do with some adjustment (you’ll have to hit F1 for instructions, by the way), […]
New Game.Dev prototype spins tower defence
This year’s DreamBuildPlay challenge kicks off today.The competition now runs over 4 months instead of last year’s three, and offers an inflated $40 000 for the best Xbox 360 game submitted on or before 6 August. Regular readers will be aware that we’re strong proponents of this competition, with two […]
DreamBuildPlay 2009 starts today!
How does one treat a new game developer? I’m not strictly talking about the greenest of the green: the term “new” is very subjective, and may even incorporate those who have been attempting the craft for years. But whatever your understanding of the term may be, the question still stands: […]
Somebody slap me in the face
That’s right, the big secret is out. Dev.Mag’s home has undergone a rather drastic remodelling, and you’re looking right at it! Gone is the horrid old design, and in with a new, easy to navigate site. Tucked away into the archives go the old PDF magazines, the pages of which […]
New Dev.Mag website
It goes without saying that almost every game developer probably started out wanting to make games in 3D. After all, practically all of the AAA games that we played growing up were in 3D, so it comes as no surprise that we want to create our own 3D wonderworks. What […]
3D graphics in Game Maker Part 1
This article originally appeared in Dev.Mag Issue 29, released in February 2009.
2009 IGF Finalist Roundup
Oh dear, what’s happened here? New site? No PDF-format magazines? Hyperlinks? Comments? The horror. Or is that progress? I’d like to lean towards the latter, but the few weeks of nearly dedicated effort that it took to achieve this result tends to force my opinion; I might be biased in this […]