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10 months. 80 hours.
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Yesterday’s E3 conference was perhaps the most interesting one I’ve seen since 1995’s Sega debacle, where they thrusted the Saturn out of the gate, 6 months ahead of schedule and unbeknownst to developers.
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Loading Super Rawr-Type within the Win8 touch simulator For the last two weeks or so I’ve been working out bugs in Super Rawr-Type and integrating touch controls for the Windows 8 port.
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When building my Win8 port of Super Rawr-Type, I ran into all sorts of performance issues, due to lack of optimization.
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[UPDATE] Clarified that I have two classes for my bullet.
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So I’m quickly progressing in my newest game, Super Rawr-Typeand am just about to put the finishing touches on it.
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My first book, UnrealScript Game Programming Cookbook has been published by Pakt Publishing today.
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The most difficult part of this project thus far has been understanding the idea behind MVVM, or Model-View-View Model.
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Earlier today I completed the final chapter of my book The Advancaed UnealScript Programming Cookbook.
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So it’s been a long time coming, but my first Xbox Live Indie Game, *Piz-ong,*finally appeared on Xbox Live this morning.
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I’ve decided to finally release my game.
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Just placeholder art for now Update: I’ve found the thread where in the App Hub where I got the original idea for the powerups.
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I want to chronicle what it’s like to learn how to program.
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This weekend I had the pleasure of working with a great bunch of guys to put together a fun party style game for the first “What Would Molydeux?”
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A Microsoft representative informed me today that they will be hosting a brief party for all XNA / XBLIG members and fans of the community, similar to last year’s outing.
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You can find the first video here.
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Wow, I’ve been writing like a mad man on here for the past two weeks!
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**Update:**If you have GDC Vault access you can now watch the video.
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Some of the environment art for Bubble Man’s stage Inspired by Ben Kane’s excellent The Great Porting Adventure series where he illustrates the life of a full time independent developer porting an XBLIG title to other platforms, I’ve decided to keep a dev…
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If you’re headed to GDC in March I’d love to catch up with you.
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I haven’t updated my blog in a while, so I figured it was time I put some work up here.
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If you missed this summer Xbox Live Indie Games Summer Uprising, it’s not too late to catch up on everything that happened.
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This article reflects my thoughts, and not necessarily those of the other team members for the Indie Games Summer Uprising.
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UPDATE: My neighbor was nice enough to send me a video take from next door.
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UPDATE: Thanks @BigBossBenGilbert for the photo!
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I’m off to my first GDC Europe and GamescCom event, .
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Last week I head the pleasure of being interviewed by Andrew Webster of Ars Technica for his piece “We Band of Brothers: Developer-led Xbox Live Indies promotion returns.”
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EDIT: To see a clearer list of the 26 (read below) entries, click here.
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We’ve finally launched the Indie Games Summer Uprising site!
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I’ve just finished creating a tutorial on programming pickups for vehicles in UDK.
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While I was down in Philly visiting Armless Octopus Editor-In-Chief Mike Wall, we headed over to the “Too Many Games” expo, which I detailed more information about below.
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Thus far, the enthusiasm behind the uprising has been great.
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Who’s got two thumbs and is headed to PAX Prime 2011?
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I’ll be attending Pax East 2011 with the rest of the Armless Ocotopus staff (minus the Canadian).
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Here are some screens from the level layout I’ve been working on now that I’ve decided to go full speed with my project.
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I’ve always enjoyed writing, and since an early age I’ve pursued it.
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I just finished putting together a feature geared towards indie developers on how to market their titles.
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I’ll be attending my second GDC conference this year.
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Flexing my creative talents, I’ve recently finished Conelle Construction’s website.
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See, I really do make games and not just write about them!