scholarly journals Aplikasi RPG Berbasiskan Teknologi Andengine pada Perangkat Mobile Android Gingerbread

Author(s):  
Budi Yulianto ◽  
Andy Budy Pratama ◽  
Hutomo Widjaja

This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.

Author(s):  
Aziz Srai ◽  
Fatima Guerouate ◽  
Naoual Berbiche ◽  
Hilal HilalDrissi

E-learning, or learning via a computer or mobile device, is growing. It can take many forms, such as an annotated PowerPoint presentation, a tutorial, or an interactive role-playing game .The possibilities are endless. Today, 80% of companies and communities have done a number of interesting and effective e-learning solutions, and 30% of all professional training are e-learning courses. The development of these platforms is based mainly on different technologies. This technological diversity can make comparing or managing E-learning platforms difficult, and the choice of a given platform will be also complex. Therefore, to address this problem, this paper proposes a solution to generate a PSM model based on n-tier architecture from a PIM model. The language used is the QVT (Query View Transformation) transformation language.


Author(s):  
Budi Yulianto ◽  
Lusiana Citra Dewi ◽  
Erlangga Damar Prayoga ◽  
Rizky Arif Budiman

The background of the research is that mobile phone based application growth is not as increasing as its education category for improving users’ entrepreneurial-interest, especially in fishpond. The goal of the research is designing an application as a digital game based education tool that can simulate fishpond to users. Output of the research is a mobile application that can deliver information of fishpond system as basic entrepreneurship knowledge to users. On the development phase, the research uses literature study and user requirement analysis. Conclusion of the research has shown that the developed application is based on multimedia and game and also can deliver basic information of fishpond to users such as preservation, purchasing, and selling. The application is developed with good-looking interface and easily-covered level of difficulty.


2019 ◽  
Vol 4 (2) ◽  
pp. 118-129
Author(s):  
Putu Yana Swadyaya

The purpose of this study is to develop a game like learning media program about resistor’s color code reading and simple resistor circuits made in RPG Maker MV game engine for grade X vocational school student. The developed learning media includes: learning media program, student workbook, and a complementary module book. The method of research and development is used in this study. Descriptive analysis was used on the feasibility analysis of learning media. Result of experts and users test validation stated that the developed learning media is in the feasible category based on all validated and tested aspects. First educational expert’s assessment shows feasibility level of 93.04% (Very Feasible). Second educational expert’s assessment shows feasibility level of 72.17% (Feasible). First media expert’s assessment shows feasibility level of 86.65% (Very Feasible). Second media expert’s assessment shows feasibility level of 89.29% (Very Feasible). User trial assessment shows feasibility level of 78.52% (Feasible)


2017 ◽  
Vol 10 (1) ◽  
Author(s):  
Octavianus Elricth Waters Modami ◽  
Rizal Sengkey ◽  
Virginia Tulenan

Abstrak - Game merupakan salah satu aplikasi kategori hiburan yang populer di aplikasi mobile saat ini. Dengan menggunakan media game, secara tidak langsung pengguna mengetahui isi informasi yang diberikan oleh pembuat game. Banyak peristiwa sejarah yang tidak diperkenalkan pada saat pelajaran sekolah seperti peristiwa patriotik merah putih 14 februari 1946. Tujuan penelitian ini adalah mengembangkan sebuah game yang bertujuan mengenalkan sejarah peristiwa patriotik 14 februari 1946 di Sulawesi Utara, aplikasi game ini diberi nama “Hero Celebes”. Game ini mempunyai genre role-playing dibangun menggunakan metode perancangan Player-Centric Game Design. Metode perancangan yang digunakan memiliki 3 tahap pembuatan yaitu: Tahap Konsep, Tahap Elaborasi, Dan Tahap Tuning. Pembuatan aplikasi game ini menggunakan UNITY3D 5.3 sebagai game engine dikarenakan aplikasi ini dapat digunakan tanpa harus membayar (gratis). Berdasarkan penelitian ini dapat diketahui bahwa media game bisa digunakan untuk menyampaikan informasi peristiwa sejarah kepada masyarakat.


2020 ◽  
Vol 4 (2) ◽  
pp. 254-261
Author(s):  
Muhammad Yoga Adliyani Muttakin ◽  
Suryo Adi Wibowo ◽  
Renaldi Primaswara P.

Penelitian ini bertujuan untuk membuat sebuah game ber-genre turn-based rpg menggunakan unity game engine dan dapat dimainkan di smartphone dengan system operasi android. Pada game ini juga bertujuan untuk mengenalakan legenda yang ada di Indonesia. Metode Hierarchial Dynamic Scripting (HDS) merupakan metode pengembangan dari Dyanamic Scripting dengan mengadaptasi arsitektur Hierarchial Task Network untuk membentuk sebuah tree. Oleh karena itu, tahapan pada modul HDS memiliki kesamaan dengan tahapan dalam metode Dyanamic Scripting.  Berdasarkan pengujian fungsional, kontrol pemain AI pada NPC dapat bekerja dengan baik dalam memproses kondisi yang diberikan oleh pemain didalam game. Tombol-tombol pada menu utama dapat berfungsi.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


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