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Code your own pinball game | Wireframe #53

Reading Time: 4 minutes Get flappers flapping and balls bouncing off bumpers. Mark Vanstone has the code in the new issue of Wireframe magazine, available now. There are so many pinball video games that it’s become a genre in its own right. For the few of you who haven’t encountered pinball for some reason, it originated as an analogue […]

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How pillars and triangles can focus your game design

Reading Time: 12 minutes In game design, freedom can lead to paralysis. But in the latest issue of Wireframe magazine, Stuart Maine explains how game pillars and the iron triangle will help you focus on what’s important. The flexibility of the medium of video games lets us experience concepts like the non-Euclidean geometry behind Superliminal’s ‘whatever you see is […]

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Recreate Gradius’ rock-spewing volcanoes | Wireframe #52

Reading Time: 4 minutes Code an homage to Konami’s classic shoot-’em-up, Gradius. Mark Vanstone has the code in the new edition of Wireframe magazine, available now. Released by Konami in 1985, Gradius – also known as Nemesis outside Japan – brought a new breed of power-up system to arcades. One of the keys to its success was the way […]

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Meet Katt Strike: Musician, producer, and Twitch streamer

Reading Time: 3 minutes Musician, producer, and Twitch star Katt Strike chats to Wireframe magazine about video games, toxicity online and the appeal of streaming. What’s your favourite game? Oh, that’s a very hard question! I’d have to narrow it down between Fallout: New Vegas and The Legend of Zelda: Majora’s Mask. Katt in action with Blootrix and friends […]

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Recreate Exerion’s pseudo-3D landscape | Wireframe #51

Reading Time: 4 minutes Swoop over mountains in our homage to Jaleco’s shooter. Mark Vanstone has the code in the latest issue of Wireframe magazine, out now. Taking the shooting action of Galaxian from a few years earlier, Japanese developer Jaleco released Exerion in 1983. What helped Exerion stand out from other shoot-’em-ups of the period, though, was its […]

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Keza’s love for the Japanese games industry

Reading Time: 4 minutes Keza MacDonald has been a video games journalist and critic for more than 15‭ ‬years‭, ‬and is currently video games editor at The Guardian‭.‬ In the latest issue of Wireframe magazine, she tells us how her love affair with the Japanese gaming industry started. Follow Keza’s adventures on Twitter When I was a kid, Japan […]

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Recreate Galaxian’s iconic attack patterns | Wireframe #50

Reading Time: 4 minutes Blast dive-bombing aliens in our salute to Namco’s classic. Mark Vanstone has the code Aliens swoop down towards the player, bombing as they go. Back in 1979, this was a big step forward from Taito’s Space Invaders. Hot on the heels of the original Space Invaders, Galaxian emerged as a rival space shooter in 1979. […]

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Play your retro console on a modern TV

Reading Time: 3 minutes Want to connect your retro console to your modern TV? The latest issue of Wireframe magazine has the only guide you need, courtesy of My Life in Gaming’s Mark Duddleson. “Get a Raspberry Pi. Done.” It’s probably the most frequently recurring comment we get across all videos on the My Life in Gaming YouTube channel, […]

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Remake Manic Miner’s collapsing platforms | Wireframe #49

Reading Time: 4 minutes Traverse a crumbly cavern in our homage to a Spectrum classic. Mark Vanstone has the code One of the most iconic games on the Sinclair ZX Spectrum featured a little man called Miner Willy, who spent his days walking and jumping from platform to platform collecting the items needed to unlock the door on each […]

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How not to code: a guide to concise programming

Reading Time: 3 minutes Updating a 22-year-old game brought Andrew Gillett face to face with some very poor coding practices. Read more about it in this brilliant guest article from the latest issue of Wireframe magazine. In 1998, at the age of 17, I was learning how to write games in C. My first attempt, the subtly titled DEATH, […]

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Swing into action with an homage to Pitfall! | Wireframe #48

Reading Time: 4 minutes Grab onto ropes and swing across chasms in our Python rendition of an Atari 2600 classic. Mark Vanstone has the code Whether it was because of the design brilliance of the game itself or because Raiders of the Lost Ark had just hit the box office, Pitfall Harry became a popular character on the Atari […]

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Code a Light Cycle arcade minigame | Wireframe #47

Reading Time: 4 minutes Speed around an arena, avoiding walls and deadly trails in this Light Cycle minigame. Mark Vanstone has the code. Battle against AI enemies in the original arcade classic. At the beginning of the 1980s, Disney made plans for an entirely new kind of animated movie that used cutting-edge computer graphics. The resulting film was 1982’s […]

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Code your own Pipe Mania puzzler | Wireframe #46

Reading Time: 4 minutes Create a network of pipes before the water starts to flow in our re-creation of a classic puzzler. Jordi Santonja shows you how. Pipe Mania’s design is so effective, it’s appeared in various guises elsewhere – even as a minigame in BioShock. Pipe Mania, also called Pipe Dream in the US, is a puzzle game […]

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Recreate Tiger-Heli’s bomb mechanic | Wireframe #45

Reading Time: 4 minutes Code an explosive homage to Toaplan’s classic blaster. Mark Vanstone has the details Tiger-Heli was developed by Toaplan and published in Japan by Taito and by Romstar in North America. Released in 1985, Tiger-Heli was one of the earliest games from Japanese developer Toaplan: a top-down shoot-’em-up that pitted a lone helicopter against relentless waves […]