Ok. So my initial bold claim of one month of development didn’t really pan out.. But coincidently, it just happens to be two months to the day.. And two months to the day isn’t that bad. And really, the game really did need the polish. Here’s what I’m talking about. Here are some samples of […]
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Stick Golf screencaps
Stick Golf: 1 month, 1 game (Part2)
———————————————————————— r79 | 2010-03-14 13:47:21 -0600 (Sun, 14 Mar 2010) | 1 line | complete level processor ———————————————————————— r80 | 2010-03-14 14:29:52 -0600 (Sun, 14 Mar 2010) | 1 line | fixing level 7 ———————————————————————— r81 | 2010-03-14 15:14:40 -0600 (Sun, 14 Mar 2010) | 1 line | moon base ———————————————————————— r82 | 2010-03-14 15:31:25 […]
Stick Golf: 1 month, 1 game (Part 1)
February 25th to March 30th (with a trip to vegas in there!). Thats what the svn log says. Now, that’s just impressive… All graphics (with the exception of some logos and stick animations), all programming, all sound. It’s actually kind of hard to believe that I’m just finishing up the sound tonight… I’m actually pretty […]
Egg Shaker Propulsion
So, I had some spare time and was playing around in my studio… I thought it might be cool to develop a quick little game that used binaural audio somehow. I looked at a lot of methods of actually doing the stereo recording, but that all required special equipment that i just don’t have. After […]
Fixing your timestep with cocos2d and chipmunk
So recently I began to start some optimization on scuba guy. Our first game. Everybody’s always talking about fix your timestep fix your timestep, so I finially got around to doing it. My previous method was scheduling as fast as it could, and stepping through the space with a different delta time every tick.. [cc […]