<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>8bitrocket</title><link>https://8bitrocket.com/</link><description>Game development guides and retro game inspiration.</description><language>en</language><item><title>Canvas drawing: paths, shapes and state</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=39402</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=39402</guid><description>Canvas drawing starts with a context and explicit state. fillStyle, strokeStyle and lineWidth remain in effect until you change them, so a renderer must…</description></item><item><title>The Essential Guide to Flash Games: a practical study path</title><link>https://8bitrocket.com/books/the-essential-guide-to-flash-games/</link><guid isPermaLink="true">https://8bitrocket.com/books/the-essential-guide-to-flash-games/</guid><description>A structured game-development study moves from a small program to a complete interaction. Use ActionScript concepts such as events, embedded assets and…</description></item><item><title>Read an arcade history timeline carefully</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=3798</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=3798</guid><description>An arcade timeline is a sequence of claims about design, release and public play. These are different milestones, and a useful entry tells the reader which…</description></item><item><title>Electronic Games and the craft of game criticism</title><link>https://8bitrocket.com/2008/05/16/bill-kunkel-electronic-games-interview/</link><guid isPermaLink="true">https://8bitrocket.com/2008/05/16/bill-kunkel-electronic-games-interview/</guid><description>Bill Kunkel is associated with the early language of video game criticism. Reading game magazines as criticism means looking beyond scores: how does a writer…</description></item><item><title>Design a retro game within 16K</title><link>https://8bitrocket.com/2010/11/19/announcing-the-8bitrocket-16k-retro-re-make-contest/</link><guid isPermaLink="true">https://8bitrocket.com/2010/11/19/announcing-the-8bitrocket-16k-retro-re-make-contest/</guid><description>A tiny file-size budget is a design constraint. It encourages procedural graphics, short sound effects and a rule set that can be explained quickly. Begin…</description></item><item><title>Sprite pivots and transform-aware collision</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=6765</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=6765</guid><description>A sprite rotates around an origin. Choosing that pivot deliberately makes turning and aiming easier to control; a corner origin may produce a very different…</description></item><item><title>Build an Asteroids-style movement model</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=8141</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=8141</guid><description>An Asteroids-style ship points in one direction while its velocity can point in another. Store angle, velocity and position separately. Rotation changes the…</description></item><item><title>Game audio: effects, music and clear feedback</title><link>https://8bitrocket.com/music.aspx</link><guid isPermaLink="true">https://8bitrocket.com/music.aspx</guid><description>Game sound works best when it supports an action the player can understand. Short effects confirm input, signal a result and establish rhythm without…</description></item><item><title>ActionScript game primer: a grid and a moving player</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=6077</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=6077</guid><description>A maze-style game is easier to build when the board is data. Store walls and open cells in a grid, then map a cell to pixels only when drawing. The movement…</description></item><item><title>Build a predictable game timer loop</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=10248</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=10248</guid><description>A game loop has two jobs: advance the simulation and draw the result. Timer callbacks are opportunities to do that work, not guarantees that exactly the…</description></item><item><title>Into the Vertical Blank: retro gaming companions</title><link>https://8bitrocket.com/category/podcasts/into-the-vertical-blank/</link><guid isPermaLink="true">https://8bitrocket.com/category/podcasts/into-the-vertical-blank/</guid><description>Explore Atari and retro gaming through focused reading companions. The subjects include Food Fight, Star Wars, hardware demonstrations and the design choices…</description></item><item><title>Game architecture and multiplayer study notes</title><link>https://8bitrocket.com/tag/electrotank/</link><guid isPermaLink="true">https://8bitrocket.com/tag/electrotank/</guid><description>Multiplayer work starts with a clear local game. Define state, input and a complete round before deciding which information needs to cross a network.</description></item><item><title>Define mid-core play through player needs</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=7625</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=7625</guid><description>Mid-core is useful only when it describes an audience or a pattern of play clearly. Session length, learning effort and strategic depth can be discussed…</description></item><item><title>Game development and retro reading</title><link>https://8bitrocket.com/blog.aspx</link><guid isPermaLink="true">https://8bitrocket.com/blog.aspx</guid><description>Read about the practice of making small games and the ideas that make classic games worth examining. The collection connects technical tutorials with studies…</description></item><item><title>Mid-core play and the length of a session</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=8399</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=8399</guid><description>A player’s available time and appetite for complexity are different things. Short sessions can still contain meaningful planning if the game explains its…</description></item><item><title>Beach Blitz</title><link>https://8bitrocket.com/games/beachblitz/beachblitz.aspx</link><guid isPermaLink="true">https://8bitrocket.com/games/beachblitz/beachblitz.aspx</guid><description>Study a defense game by looking at aiming, incoming targets and the time available to respond. The playfield needs to make the next threat visible before the…</description></item><item><title>Flak Cannon: aiming and projectile design</title><link>https://8bitrocket.com/2010/03/16/flak-cannon-essential-flash-games-book-demo-2010/</link><guid isPermaLink="true">https://8bitrocket.com/2010/03/16/flak-cannon-essential-flash-games-book-demo-2010/</guid><description>A flak-cannon prototype is a study in aiming, travel time and feedback. The player selects a direction, a projectile follows that direction and an impact or…</description></item><item><title>Start with one complete game round</title><link>https://8bitrocket.com/newsdisplay.aspx?newspage=5776</link><guid isPermaLink="true">https://8bitrocket.com/newsdisplay.aspx?newspage=5776</guid><description>Define a start state, one action and a result. A moving sprite becomes a game when the player understands what to attempt and can tell whether the attempt…</description></item><item><title>Turn an HTML5 request into a clear game brief</title><link>https://8bitrocket.com/2012/04/29/things-weve-learned-the-hard-way-1-what-a-customer-means-when-they-ask-for-html5/</link><guid isPermaLink="true">https://8bitrocket.com/2012/04/29/things-weve-learned-the-hard-way-1-what-a-customer-means-when-they-ask-for-html5/</guid><description>A request for HTML5 usually names a delivery goal rather than a complete technical specification. Establish which browsers, devices, screen sizes and input…</description></item><item><title>Explore Atari games through several kinds of evidence</title><link>https://8bitrocket.com/2009/01/14/atari-nerd-inter-web-mash-up-jan-13-2009/</link><guid isPermaLink="true">https://8bitrocket.com/2009/01/14/atari-nerd-inter-web-mash-up-jan-13-2009/</guid><description>Atari research benefits from looking at games, manuals, advertising and player recollections together. Each source answers a different question: a manual…</description></item></channel></rss>