Tag Archives: igamemaker
Star Destroyer Part I – Geometry reference and setup
I love Star Wars. Return of the Jedi is the first movie I remember watching, Star Wars novels got me reading science fiction, and Star Wars model kits were the first ones I built. I still remember the hours it … Continue reading
What do you code for fun?
Sometimes it is fun just to write something for the sake of writing it rather than to have a useful end result. I was out for dinner with a group I used to work with and one of them is … Continue reading
Game Breakdown – Resistance: Retribution vs. Syphon Filter: Logan’s Shadow
I had high expectations for Resistance: Retribution (RR) given that it was Bend Studio’s follow up title to Syphon Filter: Logan’s Shadow (SF:LS). Syphon Filter blew my socks off in showing me what a shooter could be like on the … Continue reading
Detours based on complexity
Lasts weeks design treatment was really exciting for me. It made me really think through what I wanted to make. This week I was comparing my progress against that design and my lack of progress made me worry. Why not … Continue reading
Back to paper planning?
The deeper I get into coding, the more I am finding that I have to ramp up to get into the groove. I cannot just go from a clean slate and code whatever I would like; I have loose ends … Continue reading
Finding Motivation and Inspiration
The past week has been filled with great things in my life however progress on my game was not really one of them. I have been spending some more time playing games, watching movies and reading books in the last … Continue reading
Dapple – Indie development in streaming colour
Dapple 1 : any of numerous usually cloudy and rounded spots or patches of a color or shade different from their background My friend, Owen at Streaming Colour, has released his companies first game: Dapple. The game is now officially … Continue reading
Simple ship movement with Box2D (Part 3 – Trying to tune the force)
Use the Force, Luke. – Obi-Wan In the previous Part 1 and Part 2 I did what I would consider the easy stuff for tuning ship movement. This week was an attempt at getting a tuned ship movement experience while … Continue reading
How many novels of code does it take? (Part 1: 90’s commercial games)
I have been following a few iPhone/iPod Touch developers and at the 360iDev conference two presentations from game programmers that used to be part of large “conventional” teams caught my eye. The topic of the slide was about the relative … Continue reading →