So - you’ve finished your game and uploaded it to a couple portals, say Newgrounds, maybe Kongregate. Maybe you even got a sponsorship and you’re now allowed to distribute your game to your heart’s content. It’s getting a few views but unless it skyrockets to the first page on these sites, it soon falls into the pit of content where it will have to fight for it’s survival against maybe even better games that have been overlooked too… What to do?
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Just finished another neat little game - KatataK. It’s added to the games section - check it out and let me know what you think. This game is part of a series of tutorials I’m writing on how to create a game like it.
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I’ve added GravPull to a new section on the site called My Games. It’s my first attempt at a simple physics based game, without using any libraries.
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So you’re trying to get your game sponsored, but don’t know where to begin. Reading this post is a good start. You’ll find a list of emails and web forms to get you started contacting potential sponsors for your game.
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The other day I finished this small Flash game, GravPull, and uploaded it to FGL, put some MochiAds on it.
I’ve also added some MochiBot analytics to it.
Since I’m interested in getting some sort of sponsorship for it, I don’t want people to steal it and put it on their site — just yet. But how to restrict the URL’s the game can be played on?
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Back in late December, I was reading a post on Emanuele Feronato’s blog, where he writes about creating small, simple games and making some cash on them. Hey, I felt like doing an experiment like he describes. Make a short flash game and try to monetize it.
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The last post was about finding the circumscribed circle through three points and today we’re going to look at how to find the largest circle that fits inside the triangle defined by three points.
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I was reading up on Voronoi diagrams the other day, and while trying to wrap my head around them I found that the book I was reading was taking for granted a number of smaller operations that are required to compute the Voronoi diagram of a set of points. Such a small operation is the finding of a circle that circumscribes three points.
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Another basic computational geometry algorithm which is needed for more complex algorithms is finding the closest pair of points in a set of points. In this post I’ll show you code that solves the problem efficiently.
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Computing where two line segments intersect is a basic step to many computational geometry and computer graphics algorithms. Needless to say, it’s handy for computing segment intersections in a set of line segments.
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Given a couple of line segments, can you determine whether they intersect? After checking out today’s demo and code you will.
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One of the most basic algorithms that you can find in computation geometry are algorithms to compute the convex hull of a set of points. Here we’re computing the convex hull of a set of 2d points. What’s the convex hull, I hear you ask?
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Posted by: Richard Onofr in Actionscript 3, Classical Animation, Computational Geometry, Flash, Graphics Programming, Math, Particle Systems, tags: AS3, Flash, Fractals, L-Systems, Math, Procedural Generation
Last time we were looking at generating fractal curves with L-Systems. With a small extension to the L-System alphabet we can generate plant like fractals.
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Posted by: Richard Onofr in Actionscript 3, Flash, Graphics Programming, Math, tags: AS3, Dragon Curve, Flash, Fractals, Gosper Curve, Hilbert, Hilbert Curve, Koch Curve, L-Systems, Math, Peano Curve, Sierpinski Curve
We’re continuing with the topic of fractal curves, generalizing from last post. The technique of generating curves in the way we’re doing here is called an L-System, or Lindenmayer system for the theoretical botanist that created it.
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I’m on the topic of fractals lately, and today I’m putting up a cool little demo of a fractal called a Koch curve. Specifically, three Koch curves that form a Koch flake and looks cute, in a math kinda way.
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While looking at a fractals book, I came across a cute fractal called the Sierpinski Triangle, so called for it’s creator Wacław Sierpiński. That’s what we’re looking at today! Read the rest of this entry »
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Creating game characters for a game is time consuming. What if you need thousands of generic NPC’s? Do you have to draw each one of them by hand? You could do that, it’s been done, but that’s not the gist of this blog post. Why not just create some base art assets and mix and match them? Read the rest of this entry »
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Hey there, today I’m feeling a bit math like so we’re going to look at how to compute the shortest distance between a line segment and a point in 2D.
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Hey there, today I’m experimenting with walk cycles using the classic animation teachings of Richard Williams. I’m writing this as I experiment so there’s no planning involved in the article and it’s more of a stream of consciousness thing. If you make 2D Flash games as a hobby, or are interested in this kinda thing, check this out. Read the rest of this entry »
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Hi there. What have we got today? Frank Miller and Particles.. hmmmm. A strange combination. In case you don’t know who Frank Miller is - he’s one of the best comic artists/writers in the comics industry today, he’s the creator of the series that 300 (the movie) is based on, he’s the author of the Sin City series, some extremely good Batman graphic novels and much much more. Anyways… This is a tutorial on particle systems, very simple particle systems, that happens to use a drawing by Frank Miller. So, starting to make sense? I hope not. Read the rest of this entry »
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