dennislaumen + videogames   21

Metroid Source Code Expanded
This compressed file contains 9 text files that make up the entire source code for the original Metroid game for the NES. These files are an expansion of SnoBro’s Source code he posted a few years ago. The code has been changed to be assemblable with Ophis instead of x816 because of memory issues. Labels corresponding to address values have been added to every line to make the code easier to follow for beginners interested in understanding the inner workings of a Nintendo game. The labels also make the code easier to debug if it is modified. At this time, the source code is still a work in progress but it is much farther along than the original document. The title page is completely documented. The intro routine, end routine, password scheme and sound engine are described in detail. About a third of the game engine is detailed and about half of each game area page.
videogames  softwareengineering  sourcecode 
november 2011 by DennisLaumen
5x5 Video Game Wallpapers - a set on Flickr
Constructing video game characters in a 5x5 graphic. www.alexandershen.com
wallpapers  videogames 
october 2010 by DennisLaumen
Three Reasons Why We Buy Those Crazy Steam Bundles
People are talking like Steam is forcing them to pounce on such deals when they happen even though they already have a huge backlog and may actually already own physical versions of half the games included.

What makes these plainly ridiculous bundles so attractive? I'm glad you asked, because I can think of at least three psychological principles at play here.
valvesteam  videogames  psychology  scarcityeffect  anchoring 
june 2010 by DennisLaumen
Akihabara
The Akihabara you can download here is my personal dream too. It is a set of libraries, tools and presets to create pixelated indie-style 8/16-bit era games in Javascript that runs in your browser without any Flash plugin, making use of a small small small subset of the HTML5 features, that are actually available on many modern browsers.
html5  javascript  videogames 
april 2010 by DennisLaumen
Cultivated Play: Farmville
With this in mind, it seems appropriate to examine the most popular video game in America. Farmville is a free, browser-based video game that is played through one’s Facebook account. Users harvest crops, decorate their farms, and interact with one another, in what is ostensibly a game about farming. While this may sound like a relatively banal game, over seventy-three million people play Farmville. Twenty-six million people play Farmville every day. More people play Farmville than World of Warcraft, and Farmville users outnumber those who own a Nintendo Wii. This popularity is not surprising per se; even in the current recession, video game revenues reached nearly twenty billion dollars in America last year. The video games industry is a vibrant one, and there is certainly room in it for more good games.
farmville  zynga  videogames 
april 2010 by DennisLaumen
Video games can never be art
Having once made the statement above, I have declined all opportunities to enlarge upon it or defend it. That seemed to be a fool's errand, especially given the volume of messages I receive urging me to play this game or that and recant the error of my ways. Nevertheless, I remain convinced that in principle, video games cannot be art. Perhaps it is foolish of me to say "never," because never, as Rick Wakeman informs us, is a long, long time. Let me just say that no video gamer now living will survive long enough to experience the medium as an art form.
rogerebert  videogames  art 
april 2010 by DennisLaumen
Analysis: The Status (Quo) Effect
Psychologist and gamer Jamie Madigan looks at the psychological ramifications of taking advantage of people's tendency to keep with the status quo - particularly with regard to sign-up options for media and how they could be applied to games.
videogames  gamesdesign  neuroscience  psychology  statusquoeffect 
april 2010 by DennisLaumen
Developers! Developers! Developers! – The Flow Chart
This is by no means the be all, end all, definitive history of video game development studios. There is still room for additional studios and for clarification of individual studio history, as well as more connections between the shift of studio talent from one company to another.
videogames  videogamesdevelopmentstudios  flowcharts 
march 2010 by DennisLaumen
DICE 2010: "Design Outside the Box" Presentation Videos
Carnegie Mellon University Professor, Jesse Schell, dives into a world of game development which will emerge from the popular "Facebook Games" era.
dice  videogames  gamesdesign  jesseschell  facebook  achievements 
march 2010 by DennisLaumen
Instrument Compatibility Matrix
With a horde of rhythm games now each requiring its own army of plastic toys to enjoy, we thought we'd try to simplify things for you. Introducing version 4.1 of the Instrument Compatibility Matrix. We'll keep updating this page as new information percolates out, hoping one day to fill in every square with a green "yes." Until that time, check out our chart skills below. (If we've gotten anything wrong, let us know and we'll look into it.
videogames  guitarhero  rockband 
march 2010 by DennisLaumen
Cogs: A Steampunk Puzzle Game from Lazy 8 Studios
Cogs is an innovative new puzzle game for the PC and iPhone where players build an incredible variety of machines from sliding tiles. Immersed in a steampunk world with stunning visual design, Cogs is pure eye candy. And with 50 unique levels and three gameplay modes, we've packed in hours of entertaining, addictive fun.
videogames  independentgaming  windows  iphone 
march 2010 by DennisLaumen
Analysis: System Shock 2 - Structure And Spoilers
With my most recent revisiting of System Shock 2 some time before the existence of BioShock, it was initially a jolt to recall how much more intricate and numerous its mechanics are than in its successor -- and to note how much BioShock directly inherited nonetheless.
videogames  systemshock2  analysis 
march 2010 by DennisLaumen
SpyParty – An Espionage Game
SpyParty is an asymmetric multiplayer espionage game, dealing with the subtlety of human behavior, character, personality, and social mores, instead of the usual spy game explosions and car chases.
videogames  independentgaming  chrishecker 
march 2010 by DennisLaumen
Digital: A Love Story
A computer mystery/romance set five minutes into the future of 1988.

I can guarantee at least ONE of the is a real feature:
* Discover a vast conspiracy lurking on the internet!
* Save the world by exploiting a buffer overflow!
* Get away with telephone fraud!
* HACK THE GIBSON!

Which one? You'll just have to dial in and see. Welcome to the 20th century.
videogames  independentgaming  mac  windows  linux  christinelove 
march 2010 by DennisLaumen
Progress Wars
The ultimate game of being better than all your friends at filling progress bars
parodies  humour  jakobskjerning  videogames  independentgaming 
march 2010 by DennisLaumen
Press X To Jason: The Game
So you don't have $380 to spend on a PlayStation 3 and Heavy Rain, huh? I know, it's a recession and all. But if you really want to experience the magic of David Cage's interactive drama wonderland of pressing buttons and things maybe happening, why not play our new free Flash game, Press X To Jason. Painstakingly recreating the opening of Heavy Rain, you must pursue your son Jason through a shopping mall to prevent a horrible tragedy. With four earnable achievements and a ranking system, this will get you up to speed for Heavy Rain in no time.
videogames  independentgaming  heavyrain  parodies 
march 2010 by DennisLaumen
GDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world
We've summarized Young's long address in this post. It was pretty incredible -- not only did Young lay out his idea of a clear plan for building and developing a large portfolio of very profitable App Store titles "at scale" (the company plans to release twenty new freemium products on the iPhone in the near future, as well as six titles on the iPad), but he made it very clear that he fervently believes that freemium and the model he's structured is the future of the video game business.
videogames  ngmoco  neilyoung  appleappstore  businessmodels  freemium  economics 
march 2010 by DennisLaumen
Analysis: On Half-Life 2 - Build It And They Will Come
I finally understand why everyone has waxed lyrical about Gordon Freeman's second adventure for the last half-decade or more. Conducive to this is the fact that my tastes have matured, and my thoughts on games delved into deeper, more analytical territory. Articulating why I liked X and disliked Y is no longer particularly hard in most cases.
videogames  halflife  valvesoftware 
march 2010 by DennisLaumen
Jane McGonigal: Gaming can make a better world | Video on TED.com
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
janemcgonigal  videos  ted  videogames 
march 2010 by DennisLaumen

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