HOW MAKE A GAME AT HOME EASILY FREE 2023

 hey everyone !

MY NAME IS ASAD
TODAY I TEACH YOU HOW TO MAKE A GAME FREE AND EASILY AT HOME
SO START

I MAKE POST  SUBSCRIBE IT I MAKE COMPLEATE COURCE

ALL STEPS GIVEN BELOW

FIRST OF ALL YOU NEED A DOCS 
YOU USE ANY DOCS WINDOW DOCS OR GOOGLE DOCS

MAIN

as you know every game become of html so can make a game easily at home 

it easy first you learn what is html

hlmt is basic for run any program or make any program

if you dont know i teach you
as you can see i make a game html
function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myGamePiece.gravity = 0.05; myScore = new component("30px", "Consolas", "black", 280, 40, "text"); myGameArea.start(); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.frameNo = 0; }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } }

i hope you learn it  it so easy
you ues and edit html if any program not run

Develop Android games and deploy them to multiple device types on Android, Chrome OS, and Windows by using the Android Game Development Kit and Google Play. Learn to use tools, best practices, and game services that support your development workflow, improve game performance, and include a wide audience of players.

What other games have you worked on?

Dozens probably, but nothing really that would ring a bell to anyone. Most of the games we developed were just for ourselves, actually.

We worked on smaller PC games for adverts, gifts, or commissioned work.

What was the inspiration for Rising Lords?

Games are never developed out of thin air. When you start to work on your project, many other games you play will influence you in one way or another. Simple or small aspects that you liked or disliked, design decisions, gameplay, and so on.

The biggest inspiration is definitely Lords of the Realm 2, a game I played countless hours as a teenager and that we played in 2016 when we started to develop Rising Lords. We did make a lot of design changes, though.

While the principle of medieval strategy games is similar and the economy and army movement is also turn-based, we went from real time back to turn-based for the battles and made those completely different.

We also completely changed the peasant management and added a lot of depth by adding civil buildings, morale, unit counters, general abilities, terrain modifications, factions, modability, and much more.

Is there a real-life medieval historical figure would you like to see in your game?

There are many interesting and inspiring figures in history, but we decided to base Rising Lords in a fictional, medieval-based world to give us full creative freedom.

Historical figures could only appear in the game as a meme or with a different name, and even then, they probably wouldn’t be a perfect fit.  

If I had to pick one, Heinrich Kramer would be an interesting choice. The world would probably have been a better place without him, but the Maleus Malificarum in its context is an excellent example of what difficulties medieval people had to face, and how literature and authority can affect people’s minds.


  What do you find most challenging about being an indie game developer?

When starting the first big project, you don’t really know anything. Can and will your game be successful? How are you going to set up workloads? What about marketing?

Having a steady flow of income to pay for all the business-related and private needs is probably the biggest problem for most developers and why they usually need a second job.

We’ve paired with Deck13 Spotlight, and a lot of things have become easier.

What are your plans for the future?

We want to keep developing strategy games in the Rising Lords world. Rising Lords isn’t finished yet, and we’re also considering further improvements or major DLC.

We also have a few ideas about games in our Rising Lords world that focus more on different aspects than the current game. I have to be a little vague here, as we haven’t officially announced any new projects and some decisions are yet to be made.


Why did you choose to work with GameMaker?

GameMaker was the first game engine we got in contact with, mainly because Manu tried it one day and the GameMaker Visual mechanic worked wonders for him as a non-programmer.

When I started to try it out myself, I quickly switched to the regular GML coding, but for the first projects it worked perfectly and I never really needed anything else.

Even after trying out other game engines, I still think that for rapid prototyping and 2D games in general, GameMaker is a very good choice. At this point, learning a different game language and getting it to the necessary professional level would also be a huge and unnecessary endeavor.  

Is there anything that frustrates you about GameMaker?

Multiplayer was difficult to implement, but this has been improved a ton from what I know.

There also was this problem in 1.4 where you couldn’t search through the resource tree without the program freezing, but that has been fixed in the current version of GameMaker.

There are small bugs here and there but none are frustrating enough to mention. Russell Kay and the crew are doing a great job in listening to the community and fixing those issues.

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