Tag Archives: igamemaker

Layoffs, Writing References and Independent Development

Layoffs drive the reality of recession home This week has been fairly shocking week for me personally. Usually layoffs are a cold hard number I look at on a website and feel a little sorry for. This was my first … Continue reading

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Simple ship movement with Box2D (Part 2 – Changing the limits)

In Part 1 there were a few things I needed to adjust in how I was using Box2D for my application. This post is basically about trying those changes out. What did I learn? Sometimes I find that when you … Continue reading

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Simple ship movement with Box2D (Part 1 – Box2D basics)

When adopting any technology it is always a good idea to look into how its authors intended for it to be used. Since I  skipped that step with Box2D and was having issues with physics, I thought I would start … Continue reading

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Independent Game Creation – How do you work towards success?

How do you work towards success? One small step at a time. I do not believe in overnight success. I agree with the numerous sources Jeff Atwood’s recent post on Coding Horror. The one that particularly caught my eye was … Continue reading

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Realistic Expectations

Excitement, interest and commitment for a project are largely based on feeling a sense of accomplishment. The number one risk for many teams that I have worked with is having unrealistic expectations that set the team or individual up for … Continue reading

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Gears of War 2

I finally finished the single player story campaign for Gears of War 2. I did enjoy the experience but it wasn’t the revelation that the first Gears of War provided me. With Gears one, I saw the simplification of a … Continue reading

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Input controls design and defines your audience

The largest barrier to entry in games is control. People sometimes take for granted the years of experience they may have behind a controller, keyboard or mouse and an interface convention breaker like Wii really helps get more people on … Continue reading

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Visible Progress that I’m not proud of…

One of the main things I am trying to get over by blogging is the fear of showing incremental or in progress work that I find embarassing. Why? Because otherwise I don’t know if I would ever post since I’m … Continue reading

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Flash Games and the Apple App Store

I was saddened yesterday when I found out that a site I follow (PowerOf2Games) is never going to ship anything. It seems that more and more people that are trying to make a go of console game development or even … Continue reading

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Scripted Lua Exposure With toLua++

Last week I talked about adding Lua exposure to the engine. I am currently thinking of going a step further and having my game update be written primarily in Lua and having all supporting functionality in C. That is the … Continue reading

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