Game Experience

Page 1

Año 1, N° 1. Agosto 2014

Most Anticipated

Indie Games Of 2014

World’s Fastest Pizza Hotline Miami Meets Paperboy in Australia

top 5 games

TOP 10 soundtracks

every gamer should play

of independent games from all time




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page 10

page 11

Indie Game: The Movie

The 10 Best Video Game Documentaries

free to play: THE PATH TO THE TOP

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One morning, when Gregor Samsa woke

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page 6

top 5 games every gamer should play

Documentaries

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Most Anticipated Indie Games Of 2014

page 4 Coordinacion General Wilson Smith Director de Arte Jack Pugh Julio Yanes Director de Fotografía Patricia González Coordinador de Medios Xavier Hulsbergen Diagramación Julio yanes Redacción

Fotografía Andrés Villa Daniel Soria Edgar Amancha Publicidad Gabriela Alvarez Cristian Paredes Juan José Jácome Gabriel Valdivieso Diseño Julio Yanes

featured games

Cesar Yanes Edisson Gutiérrez Margarita Pullas Alexandra Lizano


page 17 page 18

OhmStudio: Start Making Online

NEW HUMBLE INDIE BUNDLE (#6)

page 21 page 22

interview: Game developer | johnnemann nordhagen

9 Free Game Development Tools

IGM Interviews | Lisa Brown (Insomniac Games)

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Interview: game designer | Lisa Brown

news

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six Paths To Indie Game Greatness

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page 16

Beyond the finalists: IGF 2014 Best In Audio jury picks

developers

page 15

Our 10 favorite indie games soundtracks

Soundtracks

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index


most anticipated Death Road to Canada Death Road to Canada, has you traveling from Florida to Canada in order to escape the zombie apocalypse. Team up with a vast number of people and decide their fates as you traverse to the great white north.

Xenonauts Xenonauts is a “spiritual successor” to the old-school X-Com games and puts you in charge of a multi-national military organization to defend the Earth from an alien invasion in the Cold War era.

teaser Erie drops you into a visually stunning, yet terrifying scenario where your goals are to investigate, survive, and finally escape. It’s first person horror meets intense dark-ride with hidden, rotting cats, erie begins...

Mew-Genics Team Meat’s next big project, Mew-Genics, is probably one of the strangest titles that will come out of the indie gaming scene in 2014. Best described as a cat hoarding meets Dr. Frankenstein sim, Mew Genics has players.

pag 04 | featured games


indie games of 2014 Dungeon Dashers A single player dungeon experience that has you controlling four completely different characters, Dungeon Dashers is an old-school game that tests your strategy, all the while giving you a fun, light-hearted experience.

Neverending Nightmares Nightmares has you exploring and trying to avoid confrontations with quite literal never-ending nightmares. The game features an open narrative so the ending is very much dependent on you.

Aztez A turn based game where you try to expand the Aztec Empire, Aztez also features real-time battles and promises that every playthrough will be different. Aztez is something you might want to try.

Wolf Among Us: Episodes 4-5 The Wolf Among Us brought us into the world of fairy tales in a very interesting way. Episode 4-5 promises to be just as good, if not better than the previous thress, and with TellTale holding the reins, that’s definitely.

featured games | pag 05


top 5 games

every gamer should play A quick note on selection: “indie” here is being used to mean a small studio publishing its games itself, through another small publisher or through a recognized, ownership-agnostic method such as Steam or the Humble Store. One morning, when Gregor Samsa woke from troubled dreams, he found himself transformed in his bed into a horrible vermin. He lay on his armour-like back, and if he lifted his head a little he could see his brown belly, slightly domed and divided by arches into stiff sections.

The bedding was hardly able to cover it and seemed ready to slide off any moment. His many legs, pitifully thin compared with the size of the rest of him, waved about helplessly as he looked. What’s happened to me? he thought. It wasn’t a dream in his room. A proper human room although a little too small, lay peacefully between its four familiar walls. A collection of textile samples lay spread out on the table - Samsa was a travelling salesman - and above it there hung a picture that he had recently cut out of an illustrated magazine and housed in a nice, gilded frame.

Machinarium Machinarium is afirst full-length adventure game in which players take on the role of a robot who has been exiled to the scrap heap. Players must use logic, collect important items, and solve environmental puzzles to get the robot back into the city of Machinarium so he can rescue his robot-girlfriend, save the head of the city, and defeat the bad guys from the Black Cap.

fez FEZ is a 2012 puzzle platform game developed by indie developer Polytron Corporation and published by Polytron, Trapdoor, and Microsoft Studios. It is a 2D game set in a 3D world, as the two-dimensional player-character receives a fez that reveals a third dimension and consequently tears the fabric of his universe.

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limbo Limbo is a 2D sidescroller, incorporating the physics system Box2D to govern environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game’s puzzles expecting the player to fail before finding the correct solution.

hotline miami Hotline Miami is a 2D top-down action video game by Dennaton Games, a team composed of Jonatan Söderström and Dennis Wedin. The game was published by Devolver Digital and released on October 23, 2012 for Microsoft Windows. The game itself was influenced in part by Nicolas Winding Refn’s 2011 neo-noir crime drama film Drive, as well as Cocaine Cowboys.v

ftl: Faster than light Is a top-down, real time strategy video game created by indie developers Subset Games. In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet several sectors away, while being pursued by a large rebel fleet. The player must guide the spacecraft over a number of sectors, each with planetary systems and events procedurally generated in a roguelike fashion.

featured games | pag 07


lakeview cabin collection featured game of the month

if you survive this game... Nothing will scare you again!

Lakeview Cabin Collection i s an episodic horror game, inspired by classic movies. Get ready to die violently and have fun while doing it! Hypnohustler’s The Lakeview Cabin Collection is a very interesting horror oddity that’s working its way through Steam Greenlight. Taking tropes from several famous horror movies, it tasks you to avoid different kind of slasher villains. Unlike most of horror games, doesn’t take itself very seriously. Using a lighthearted style, the game injects some humor into the normally hyper-serious world of video game. IG Rating: + Inf: www.lakeviewcabin.com

pag 08 | featured games


The things I’ve sacrificed are social. You kind of have to give up something to have something great

indie game: the movie THE FILM

THE MUSIC

Indie Game: The Movie is the first feature documentary film about making video games. It looks specifically at the underdogs of the video game industry, indie game developers, who sacrifice money, health and sanity to realize their lifelong dreams of sharing their visions with the world.

Jim Guthrie is a musician who’s helped define Canada’s musical underground in the last decade, as a solo artist, as a member of Royal City, and as co-founder of Three Gut Records (Constantines, Cuff the Duke), an acknowledged influence on the rise of Broken Social Scene, Feist, Owen Pallett and other international success stories.

Fish unveils his highly anticipated, four-years-in-the-making FEZ. Jonathan Blow considers beginning a new game after creating Braid, one of the highest-rated games of all time. Four developers, three games, and one ul timate goal— to express oneself through a video game.

He’s been nominated for two Juno awards and has composed for award-winning films, video games and television commercials. He most recently provided the music for ‘Superbrothers: Sword & Sworcery EP’, (‘The Ballad of the Space Babies’) an iOS app that is now considered a “musthave/ indie cult.

Indie Game: The Movie is about the creative process and putting yourself out there through your work. It’s a journey many filmmakers, creators, artists, entrepreneurs - many people, can relate to in the digital era.

THE GAME / DEVELOPERS

THE FILMMAKERS

Super Meat Boy By Edmund McMillen, Designer (Santa Cruz, CA) & Tommy Refenes, Programmer (Asheville, NC) Available on XBox Live and Steam (PC & Mac).

Lisanne Pajot & James Swirsky are the directors, producers, cinematographers, editors & distributors of the film.

FEZ by Phil Fish, Designer & Renaud Bédard, Programmer (Montreal, QC) Available on Xbox Live.

Lisanne & James are named among Paste Magazine’s Best New Filmmakers, RealScreen’s Doc Hot Shots IndieWire’s Top 40 Influencers in independent film & IGN’s.

Braid by Jonathan Blow, Designer/Progammer (San Francisco, CA) Available on the game’s website (PC & Mac), Steam, and Xbox Live.

IG Rating: + Inf: www.indiegamethemovie.com

documentaries | pag 09


The 10 Best Video Game Documentaries It’s awesome when a good documentary properly covers your favo rite video game or history time period of this revered past time. These are 10 of the best video game documentaries we’ve ever watched. Thanks for Playing

King of Chinatown

Chinatown Fair

Rise of the Video Game

For those of you out there who don’t understand why thousands of men and women group up for these fighting game gatherings.

Takes a look inside into the development of EMP and rise of Justin Wong. By those who follow his fighting game league.

he heritage and history behind the arcade (Chinatown Fair) had to be shared with everyone, which is why this doc came to be.

perfect for anyone who has no knowledge of the world of video games: About the history, classic games, development, marketing etc.

The King of Kong: A Fistful of Quarters

Once Upon Atari

Chasing Ghosts: Beyond The Arcade

If you ever end up seeing just one documentary that focuses solely on video games, watch this one. The 80’s arcade scene was more cutthroat then you thought it was. This film features one of gaming’s most controversial (but cool) competitive figures.

The glory days of Atari are awesome to watch on the big screen. Serves as a time capsule that represents the era it celebrates.

The arcades were the place to be during the golden age of gaming. The gamers that are old enough to remember the classic days of Pac-Man and Asteroids will watch this doc with a smile on their face. This nostalgia trip is something every gamer needs to w

Second Skin

All Your History Are Belong To Us

FRAG: The Movie

MMORPG have plenty of hours sunken into them. Gamers know just how much their life changes once they create account for any MMO title.

YouTube is home to some greatest original material, features some of the finest original video game material that’s ever been posted. But the best original programming that’s present on the Machinima channel is the All Your History Are Belong To Us. After a couple of episodes, you’ll have the narrator’s voice stuck inside your head.

The long standing movement of professional video game players and their heated rivalries are primarily covered by this live of gamer entry.

Source: www.heavy.com

pag 10 | documentaries


free to play: THE PATH TO THE TOP You may not know the first thing about competitive Dota 2 concepts like “jungling,” or “creep stacking,” but you’ve probably dealt with illness, heartbreak, or high expectations in some form. Valve pulls at these relatable, human threads in its new documentary, Free to Play, to share a true and understandable story about the burgeoning eSports scene – and the fascinating players at its forefront.

Free to Play instead offers only the most zoomed-out explanation of the game. Two teams of five unique characters face off against each other on a battlefield with many paths and jungles. The goal is to push past the enemy’s defenses and destroy their base. If you can understand that, the great interviews and the passion of the film’s three stars sufficiently fill in any gaps.

Danil “Dendi” Ishutin. Clinton “Fear” Loomis. Benedict “HyHy” Lim. These three professional Dota 2 players, from Ukraine, the United States, and Singapore, respectively, have wildly different backgrounds. But in 2011, each player had one common goal: to win the first 16-team International Dota 2 tournament and take home the $1 million prize.

Fear’s father abandoned his family when he was young. His mother, upset that her son wanted to make a living playing games, grew more discouraged with Loomis’ decisions. HyHy’s family focused only on his studies, and they blamed Dota for his falling grades. The only person Lim was able to connect with – a girlfriend who also played competitive Dota – broke up with him on bad terms. Dendi lost his father, whom he was close with, and he used Dota as an outlet.

It would have been simple for Valve to dwell heavily on each player’s pre-tournament training regimen, but Dota 2’s many nuances and complications are wisely avoided.

IG Rating: + Inf: www.za.ign.com

documentaries | pag 11


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Our 10 favorite indie games soundtracks

With the explosion of independent gaming over the past couple of years, it’s only natural that there would be a similar rise in kick-ass music to go along with it. The increases in production values of indie soundtracks and proliferation of talent has resulted in a metric ton of classic soundtracks. We’ve been researching soundtracks from the indie gaming world and have narrowed down to a list of 10 albums that we can easily, wholeheartedly recommend to you: Bastion Bastion’s lowkey soundtrack plays up the dreadful sense of isolation the game creates. The Kid’s lonely quest to rebuild a destroyed world is magnified by haunting acoustic guitars and low pitch gentle vocals. Canabalt Some soundtracks can take multiple CDs and span for hours on end, but Canabalt creates every piece of music it needs in just one simple track. A simple title and simple beat back up a simple game where you are doing nothing but one thing... dear esther We’re here to focus on the music, and Jessica Curry’s work here reaches truly epic heights. With no hint of bombast, this score focuses on crafting a character study, and it meshes with the game’s themes beautifully.

it’s somber. The soundtrack is awe inspiring, and it’s one that I actually whip out every now and again during work hours. There’s nothing quite like pounding through a 3,000 word review while jamming along to FEZ. ftl: Faster than light In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet several sectors away, while being pursued by a large rebel fleet. They created an amazing and interactive soundtrack wich also change when the player entered and exit battle. Hotline Miami One of the most brutal games to come out in recent years is Hotline Miami. This top-down title puts players in a killing mood quickly, and it’s a twisted ride that winds up feeling really gruesome by the game’s conclusion. The soundtrack is an awesome piece of that puzzle. machinarium Written, composed, mixed and produced by Floex, alias Tomás Dvorák for Amanita Design, the soundtrack was released on October 21, 2009 in digital format and won the Best Soundtrack award from PC Gamer in same year. To the Moon

The oddball in this list, Dustforce is probably one of the only games that I’ve ever purchased based on its soundtrack.

Every tragic story needs one thing to make it that much more of a tear jerkerpiano. To The Moon’s excellent soundtrack features a lot of that. Piano’s here, piano’s there. It doesn’t especially matter though because each composition in this beautiful throwback to 16-bit RPG’s is beautiful.

fez

shatter

With FEZ, creator Phil Fish needed a soundtrack that captured the essence of its exploration, its spirit, its old school vibe and its vibrance. Disasterpeace more than met expectations by delivering one of the best gaming soundtracks. FEZ is audibly brilliant. It’s bright, it’s dark, it has punch and

It’s music creates an amazing rush of adrenaline, perfectly complimenting the slick sci-fi graphics with brilliant techno beats and melodies. Oftentimes, I found myself playing this above average evolution of Breakout for the music alone, beating the game for the sake of continuing the song.

Dustforce

Source: www.technobuffalo.com soundtracks | pag 15


« 2014 Independent Games Festival announces Main Competition finalists and Student Showcase winners »

Now that the IGF 2014 Main Competition finalists have been announced, let’s talk a bit more about the selection process.

Beyond the finalists: IGF 2014 Best In Audio jury picks The main IGF competition has a diverse panel of judges that includes representatives from the mainstream game industry, previous IGF winners and finalists, other independent game developers, and a smattering of indie-friendly game. In addition, every IGF award has its own jury staffed by some experts in the contexts and disciplines that define the award. The main IGF jury recommend individual

pag 16 | soundtracks

titles to these award-specific juries, who then cast votes on which games should be nominated to compete for the award. We’d like to take time to highlight some IGF 2014 entrants that received at least one vote of nomination for the Best In Audio award, but fell just short of making it to the list of finalists and honorable mentions. While they may not have made it past that round

of voting, each of these games earned praise from one or more members of the IGF Audio Jury for excellence in aural design. The Swapper Sokobond A Machine For Pigs Potatoman Seeks the Troof Thumper Risk of Rain Chroma Other notable jury picks in the Audio category include

The Banner Saga, Jazz Punk, Don’t Starve, SoundSelf, Luxuria Superbia, and Papers, Please. These games didn’t make it into the final round of Best Audio nominations and honorable mentions, but were nominated in other main categories. More details on these games and other excellent gaming entrants can be found on the IGF 2014 website.


OhmStudio: Start Making Online music | real-time collaboration With Ohm Studio, you can record audio at high quality. Set up your audio interface, check the I/Os, arm your track(s), prepare your instrument and let’s go! Once recorded, your tracks are directly available on the cloud for every member of the project. A rock band can have their raw tracks recorded in no time, every member from their own place, in their own time! The same is true for MIDI. Choose an instrument - whether it’s our UVI-powered multi-timbral instrument, some GForce included classic virtual analog, or any of your VST plugins and record, draw and edit MIDI notes and events. Or let your partners do it for you.

FEATURES: Record, create, edit. Make music. Modular design for creative freedom Racks, Plugins, Tracks, Patterns Complete mixer Import, export Easy to get started with Amazing FX and instruments

IG Rating: + Inf: www.www.ohmstudio.com

soundtracks | pag 17


#6

NEW HUMBLE INDIE BUNDLE: GUACAMELEE and antichamber games + soundtracks

Other Resources Those who donate above the threshold unlock two additional games, Antichamber and Monaco: What’s Yours is Mine. Additionally, the soundtracks for the games are also available as part of the bundle, with Antichamber and Monaco: What’s Yours is Mine on double albums. Like the games, access to both are unlocked by donating more than the average... Five of the titles are available for Windows, Mac, and Linux users, with Giana Sisters: Twisted Dreams playable only on Windows platforms. Support for the title on Mac and Linux is “coming later this year,” according to the Humble Indie Bundle site. In addition to the two unlockable games and soundtracks, customers who donate beyond the mean amount will unlock access to future games added to the bundle in the coming weeks.

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six Paths To Indie Game Greatness The rise of the independent gaming movement is vital, game development veteran Marsh showcases nine methods that indies are using to develop games with fewer and newest resources Independent developers usually operate with very limited initial resources. By operating without a loan of resources, they create a development environment for themselves free from outside influences or restrictions. The only obligations they hold are to themselves as developers and the people who play and purchase their games. Here are 6 methods independents are using to develop games with fewer resources: Efficiency in Design Design around getting the most bang for your buck. Think of your game as an engine, where developer resources are the fuel and the output is player value. Imagine how much developer fuel the Counter-Strike engine required to output so many hours of entertainment compared to how much fuel had to be poured into the Halo engine to get a commensurate amount of entertainment.

Utilize existing free, cheap, or open technology There is no shame in climbing on the backs of others, especially when you are trying to make the most with the least. Counter-Strike, as I have mentioned previously, is perhaps my favorite inspiration in this respect. Counter-Strike started as mod of the original Half-Life by Minh Le and Jess Cliffe, along with the help of others in the mod community.

Distribute digitally “The independent game movement is also a major new trend, moving the industry (finally) onto the Internet for real, embracing digital distribution chains and unique gameplay.” – Raph Koster The ability for developers to deliver their games directly into the hands of their audience is an enormous step forward in terms of efficiency. The resources required to distribute games over the internet are microscopic compared to the cost of pressing, packaging, and shipping physical copies of games to stores the world.

Develop on open platforms As any professional developer could tell you, getting a game onto closed game platforms can require a lot of resources. New digital platforms on consoles such as Xbox Live Arcade, which serve as more favorable outlet to less resource intensive games, still hold many of the downfalls of a closed platform.

Consider less traditional monetization methods There could be more efficient ways to monetize your game other than the traditional means. A game designed to be played for free could still be monetized in a variety of different ways. Advertising, micropayments, virtual item sales or even sell your game while it’s still in development.

Get Personal If you are developing something that strikes a chord with gamers, the community surrounding your game can be a very powerful and free (or cheap) resource. Put your fans in charge of marketing your game, use them as moderators, allow them to create content.

developers | pag 19


game designer | Lisa Brown (Insomniac Games) Now I know what you’re thinking: “Say what??? Insomniac’s not indie! Those are the people who make Resistance and Ratchet & Clank for crying out loud!” And while, yes, Insomniac is responsible for developing big budget AAA experiences on consoles, they are in fact an independent studio. I guess you could call them one of the “AAA indies” that have been categorized, since we now live in a world where “indie” doesn’t have to directly correlate to “no money.” Okay, with that out of the way, today’s focus isn’t about the current big budget Xbox One experience the team is working on, titled Sunset Overdrive, it is instead centered around a new and exciting indie experiment from a small group of Insomniac employees: Slow Down, Bull. Headed up by Lisa Brown, a designer at Insomniac, Slow Down, Bull is the team’s first experimentation with open platform development. Source: www.indiegamemag.com

Question: So first, how does the development process change once you scale down the team size, if at all? Does working on Slow Down, Bull have a distinctly different feel from developing, say, the upcoming Sunset Overdrive? Lisa Brown:Oh yes, it is very, very different. I guess the most similar feeling between the two projects was when Sunset was in pre-production, since we had a smaller team then, but even then it was like a dozen or more people. With this, it started out as just me building prototypes on my own, and then getting input from people around the company. We only ramped up the team (“ramped up” to 4 people total) in the Spring. Question: For a lot of indie devs, open development is all about community feedback, and often results in features being added, adjusted, or sometimes removed entirely, depending on the community’s input. What does open development mean to Insomniac, and how can the community get involved with Slow Down, Bull? Lisa Brown: Oh yes, it is very, very different. I guess the most similar feeling between the two projects was when Sunset was in pre-production, since we had a smaller team then, but even then it was like a dozen or more people. With this, it started out as just me building prototypes on my own, and then getting input from people around the company. We only ramped up the team (“ramped up” to 4 people total) in the Spring. Question: Where did the idea for Slow Down, Bull come from? It’s certainly a unique premise for an action game. Lisa Brown: It’s gone through quite an evolution, but it started out for me as an exploration of mechanics constraints. I picked two design constraints: I wanted to make a game that only used 2 buttons and see how much depth I could get out of it, and then I wanted to try playing with the idea that your input stops motion instead of causing it.

pag 20 | developers


Game developer | johnnemann nordhagen He has lent his talents to Bioshock 2 and Bioshock 2’s DLC: Minerva’s Den as a gameplay and UI engineer, but what he’s most known for is the indie hit “Gone Home”. Recently resituated in San Francisco, he’s focusing on Dim Bulb Games, where he is the founder and, for now, a one man team. “Would you return to triple A titles in the the future?”. “No” was his answer, and I (Snap Shot) can see why he was so decisive: it’s always more exciting working on things you really want. Source: www.the24bit.com

Question: What do you want at this moment? Johnnemann Nordhagen: That’s the big question, isn’t it? I wish I knew. I feel like my life operates on very short-term horizons these days. What do I want RIGHT NOW; I can only look about 2 years out. I guess the best answer is “happiness”, but that also seems like a cop-out. Question: Why Games? Johnnemann Nordhagen: Looking back, it seems inevitable, and it’s hard to think of what else I would possibly be doing right now, with my interests and skill set. But there were actually lots of times in my life when games didn’t seem to be the clear answer; I didn’t even decide to study programming until right before I went off to college, and for a long time I planned to go into conventional software development, or get an advanced degree in something like Cognitive Science. I guess I just got the interest in working in games at just the right time, and then it became a challenge, and now it’s my life. Weird. Question: What is the best career advice you’ve received? Johnnemann Nordhagen: Probably “it’ll all work out”. I don’t know all the people who have told me that over the years. I am still not sure whether I believe them. Question: What games are you playing currently? Johnnemann Nordhagen: I didn’t have my desktop PC set up for a long time, so my digital games were limited. I need to finish Jazzpunk and Kentucky Route Zero Act. One of the first things I did when I got to San Francisco, though, was buy a Netrunner set, so I’ve been building decks for that and playing when I can (I’m terrible, but getting better?) Oh, and Mountain.

developers | pag 21


9 Free Game

Development Tools

GENERAL ENGINES

Quick list: just for you! Maybe you’re getting ready for an upcoming game jam, looking to get into indie game development for the first time. Whatever your reason for seeking out free and easy-to-use game making tools, I’ve compiled a quick list here for you! Some of these programs require a basic understanding of programming to really be used to their fullest, while others don’t even ask for a single line of code. For things like art, music and other assets that can help bring your game to life, as well as additional resources like tutorials, I’ve put together a couple links at the bottom of the page. It’s never a bad time to learn a thing or two about game design! For more indie game dev goods, check out our guide to free user interface.

GENRE SPECIFIC ENGINES

Other Resources Things like art, music and other assets that can help bring your game to life, as well as additional resources like tutorials, I’ve put together a couple links at the bottom of the page. It’s never bad time to learn things about game design!.

Developer experience Gregor then turned to look out the window at the dull weather. Drops of rain could be heard hitting the pane, which made him feel quite sad. “How about if I sleep little bit longer and forget all this nonsense”, he thought, but that was something he was unable to do because he was used to sleeping on his right.

what you think and what you see... are only part of the picture... Ria lu, komikasi

pag 22 | developers

Game FRAMEWORKS


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developers | pag 23



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