Distributing Your Game – Knox Game Design, September 2021
An overview of various ways to distribute your video game. First, a historical look at various physical media that can be used for distributing digital content. Then a look at multiple online sites that provide hosting and marketplaces for video games.

Strategy Guides – Knox Game Design, August 2021
A look back at strategy guides for 8-bit Nintendo Entertainment System and 16-bit Super Nintendo games.
- How to Win at Super Mario Bros
- The Official Nintendo Player’s Guide
- Dragon Warrior Strategy Guide
- Super Mario Bros 2 Inside Out
- The Legend of Zelda, A Link to the Past Player’s Guide
- 4-Player Extra Strategy Guide
- Ninja Gaiden II Strategy Guide

Adding Sound Effects to Your Game – Knox Game Design, July 2021
Demonstration of how to play a sound effect in various game development environments. This presentation covers Unity, GameMaker, Godot Engine, Unreal Engine (Blueprints), and Pico-8.

Sound Effects with BFXR – Knox Game Design, June 2021
This month’s Knox Game Design covers the BXFR tool for generating sound effects for games. A look at different sound effect types, modifying sound effect properties, using the mixer to combine effects together, and an analysis for the various types of wave forms.

Ludum Dare 48 Entries - Knox Game Design, May 2021
Knox Game Design had two great entries for Ludum Dare 48. The theme was Deeper and deeper. Let us know if we missed your game entry and we will add it to the list!


Image File Formats - Knox Game Design, April 2021
Comparison of file types for holding image data for textures and sprites in games. File types include BMP, GIF, PNG, JPEG, SVG, TIFF, TGA, PCX, HEIC, and WebP. Properties include transparency, compression, lossy vs lossless, and file size. Demonstration of how to programmatically decode and encode PNG files. Compatibility of image files with four game engines.


Sorting - Knox Game Design, March 2021
Overview of comparison of data types, sorting algorithms, and run times. Demonstration of sorting in Unity with C#, GameMaker with GML, Godot with GDScript, Unreal Engine with C++, and Pico-8 with Lua. For each game development environment, examples are shown for sorting integers, character strings (words), and a custom object type.

Worked on Gomen-Nasai some more this weekend. Just need to add music, and it should be about done.

Mazes - February 2021 Knox Game Design
How to generate mazes using Prim’s and Kruskal’s algorithm. Example implementations in Unity with C#. Methods for solving mazes. Demonstration of maze generators available on the web.

Animation in Blender - January 2021 Knox Game Design
Demonstration of how to create a simple humanoid armature in Blender to be used in a game development environment. Explanation of how to assign a mesh to an armature and weight painting. How to create simple walking and standing animation by adding key frames. The model and animation are exported into FBX format and imported into Unity, Godot, and Unreal Engine.

Allegro - Knox Game Design, December 2020
Overview of the Allegro game programming library. Compiling a legacy Allegro game with DJGPP through DOSBox. Installing and building a game with Allegro 5 in Visual Studio. How to use event and polling based methods for handling keyboard and gamepad input. Explanation of how to create a “Hello World”, Number Guessing game, and simple space shooter.

Ludum Dare 47 Recap - Knox Game Design, October 2020
A recap of the Ludum Dare 47 game jam plus a post mortem. Also what others on the Knox Game Design Discord have been developing.

MonoGame - Knox Game Design, September 2020
An overview of creating a game with MonoGame. Installation of MonoGame development environment using Visual Studio. Handling input devices such as keyboard, gamepad, and mouse. How to load assets such as sound effects, music, fonts, and sprite images. Examples of simple number guessing game and space shooter in MonoGame and C#. How to convert an XNA game to MonoGame.

The Knox Game Design presentation on Raspberry Pi Arcade for November 2020 is now posted!
Overview of building a Raspberry Pi arcade system. First build was a Raspberry Pi (1) Model B and the second build was a Raspberry Pi 3 Model B. Explanation of what components and tools are needed. Installation the RetroPie operating system and configuration of Retrogame software to convert joystick movement and button presses into simulation key presses.


An overview of BBS (Bulletin Board System) games from the 1990s. How to connect to a telnet BBS to play DOOR games. Creating ANSI graphics with ACiD draw in DOSBox. VT100 color codes explained. A simple telnet server created in Ruby, which displays system time, counts to ten, displays an ANSI file, and has a number guessing game.

An overview of color for game developers. How various colors are made on the computer using RGB and HSV formats. The color spectrum and the ROY G BIV order for colors. Where visible color exists on the electromagnetic wavelength scale. Color displays on CRT (Cathode Ray Tube) and LED (Light Emitting Diode) devices. Converting between color representation in float, decimal, and hex formats. Difference between hue, saturation, and value.

This month we show off our games created for Ludum Dare 46. Levi D. Smith also talks about leaderboard security.

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