Category: game development
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Prologue — still can’t beat the deadline
Sorry world, the prologue will have to wait. Still squashing some bugs and adding more features (feature creep alert!) I’m going home for a few days and my hometown is poor so I won’t have internets there. Anyway here’s a screenshot of people laughing at my failure to meet a deadline:
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A game about being in an office.. of ninjas!!
What could be cooler than working in an office of ninjas? Actually making a game about it! **Disclaimer: Any similarity to a real office is purely coincidental. ** Tilesets by Silviera Neto (the rest I did myself) Uses the Tiled Map Editor and Pushbutton Engine.
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Getting to know the Tiled map editor
I came across this tutorial on parsing .tmx maps into AS3. While I find it useful enough to get me started there are still other parts I had to figure out myself. Using multiple tilesets When using multiple tilesets additional <tileset> nodes are added to the .tmx file. This means we need to register listeners…
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A Tree by the Sea
Oops, I rhymed. This here is the draft screenie for the first scene of LoveHateGame. Everything inside the non-gray area is the player’s viewport (it’s a little photoshop trick I learned from my former artist officemates). The gameplay is now slightly different than the last post. I’ll explain it later after I make the 2nd…
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Jollibug now with parallax
My friend is making a game called Jollibug. He made it during the Global Game Jam. It isn’t about a certain fastfood mascot — although I personally believe otherwise. He forced me at gunpoint to upload some updates of his game in my blog. He said he put some parallaxing on the layered backgrounds now. He…
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Biomodd Game Post Mortem
Original design sketch. I was trying to stay away from writing a post mortem for this game because I don’t want to accept that it’s over. Multiplatform support, multiplayer networking, a 3 (occasionally 2, but usually 1) man development team and a very short project deadline; this was clearly one of the most challenging projects…
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Remember that AI game you were working on?
Back when I was still in school, a professor advised us to createa code repository. Sure you might find your old programs stupid and badly written but within those old crappy code you might find something of value. Come to think of it, this is one of the reasons why I made this blog. While…
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Designing the Biomodd Multiplayer
We are still currently at the development phase of the project. The team is made up of 3 volunteers: 2 programmers and 1 game artist. I am responsible for both the server side architecture and the client-server messaging protocols. Lemuel is in charge of the client side engine. And Jeryl is responsible for the art…
