4 Hello Physics World! This is a Box2DFlash tutorial, showing the basics of using the popular Box2D port in Flash. Box2DFlash Tutorial27 May, 2011 in Development / Programming tagged 2d / actionscript / as3 / box2d / box2dflash / flash / physics by Ricky Abell
5 Teddy Lee (maker of My First First Quantum Translocater and other popular Flash games) gives us his take on puzzle game design. How are puzzle games designed? Teddy Lee23 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged level design / my first quantum translocator / puzzle game design / teddy lee by Dev.Mag
2 In this puzzle game design interview, Dave Hall from Toxic Games tells Dev.Mag how they designed the puzzles for Q.U.B.E. How are puzzle games designed? Dave Hall16 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged dave hall / level design / puzzle game design / qube by Van Wyk Louw
4 Ted Lauterbach, creator of the eerie puzzle game, suteF, answers our questions about puzzle game design. How are puzzle games designed? Ted Lauterbach9 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged level design / puzzle game design / sutef / ted lauterbach by Dev.Mag
3 Dev.Mag talks to Guy Lima, one of the founders of Ragtime Games, on how he and his team designed the puzzles for Continuity, the sliding-tile platform puzzler. How are puzzle games designed? Guy Lima2 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged continuity / guy lima / puzzle game design / ragtime games by Herman Tulleken
As part of our series of interviews on puzzle game design, we asked Rob Jagnow about his approach. Jagnow is the founder of Lazy 8 Studios, and the designer behind Cogs, the steampunk-themed sliding-tile puzzle game. How are puzzle games designed? Rob Jagnow26 Apr, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged cogs / puzzle game design / rob jagnow by Dev.Mag
9 This article gives some background information on puzzle games, and sets the stage for a set of interviews on puzzle game design. How are puzzle games designed? (Introduction)16 Apr, 2011 in Development / Game Design / Puzzle Game Design tagged level design / puzzle game design / puzzle game hisotry by Herman Tulleken
40 A Bézier curve is a type of curve that is easy to use, and can describe many shapes. This guide gives instructions for implementing algorithms for using Bézier curves in your games. Bézier Curves for your Games: A Tutorial5 Apr, 2011 in Development / Mathematics / Programming tagged algorithm / bezier curve / bezier path / path / racing line / vector mathematics by Herman Tulleken
1 In this second part of analyzing Desktop Dungeons, we look at how choices are given meaning not only through their complexity, but also through the role they play in structuring an experience. Desktop Dungeons: Design Analysis (Part 2)23 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / management / narrative / qcf design by Herman Tulleken
This article gives a brief tutorial to XNA, a set of game development tools from Microsoft. The tutorial covers the basics of drawing a sprite, playing sound, and handling input. Starting Small: XNA Framework Guide8 Mar, 2011 in Development / Programming tagged c# / starting small / tutorial / xna by Ernest Loveland
1 This is the first part of an in-depth look at the design of Desktop Dungeons, the South African game that won the Excellence for Design Award at the IGF. In this part, we look at the player actions, choices, and tension. Desktop Dungeons: Design Analysis (Part 1)3 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / qcf design by Herman Tulleken
6 Quadtrees are 2D data structures, useful for efficient representation of 2D data (such as images), and lookup in a 2D space. This is a simple implementation tutorial. Quadtrees: Implementation23 Feb, 2011 in Development / Programming tagged 2d compression / image compression / issue26 / quadtree / spatial data structure by Herman Tulleken
2 Two Dev.Mag writers share their board game design experiences: conception, design, production, playtesting. Board Silly (Tabletop Game Design)16 Feb, 2011 in Development / Game Design tagged board game / flip / tabletop / tf2 tabletop by Megan Hughes
3 This article shows how to implement a simple graphical logging system to find errors in physics, AI and animation faster. Using graphs to debug physics, AI, and animation effectively9 Feb, 2011 in Development / Programming tagged graphical debugging / javascript / log / logging / regression testing / tools by Herman Tulleken
24 In this article, the Dave Russell introduces the basic concepts of diegesis theory in video game interface design. Video game user interface design: Diegesis theory2 Feb, 2011 in Development / Game Design tagged diegesis / diegetic interface components / fourth wall / meta interface components / narrative / non-diegetic interface components / spatial interface components / user interface by Dave Russell