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It’s been a while since my last post.
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…looks like I’ll be hitting a bit of crunch time in the coming weeks.
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As I’m zeroing in on finishing Tilt To Live some of the bigger assets are coming through from Adam and the game size has grown a lot faster than it has in past few months.
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I’ve made some serious progress as of late with Tilt To Live.
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I finally got rid of the stupid… “ld: warning in .so, file is not of required architecture.”
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It’s getting around that time when I’m spending more time working on the game as I realize how many little things need to be fixed, added, tweaked.
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Every now and then I come across a game that is rather inspiring.
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I’ve had a rather productive weekend!
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Last week was a busy week as I spent most of it implementing and tweaking the really basic tutorial system I had in mind for Tilt To Live.
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Tangible goals are key to any project.
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When it comes to gui coding I don’t typically find it the most glamorous things to do.
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I had planned to put up more of a tutorial post on rendering adaptive 2D grids for things like editors and such, since it was something I recently implemented.
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One thing I’ve learned from working on games along side a day job is it takes a very strong commitment otherwise it will grind to a halt shortly after starting.
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I’m currently working on an editor for the next iteration of Gunstyle on the weekends.
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I try to avoid music with lyrics while working as it ends up being distracting for me when trying to work through some problem or bug.
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Some days it takes a herculean effort to force myself to sit down and work on my game.
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I’ve had this issue in past 2D games all the time.
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I’ve been using Subversion even as a single developer for several years now.
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The title of this article says it all.
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I just recently got back from the “Video Games Live!”
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I’ve settled into my new apartment and job and trying to get a decent schedule for working on my different game projects.
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Graduation is over :).
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It has been a while since my last blog post :(.
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I’ve decided to give this twitter thing a try.
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Yea, I’m a little late posting about the ‘new year’.
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I’m finding it hard to believe its almost 2009 already!
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I was made aware of a serious issue with detecting collisions between TGeom’s recently.
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Quick status update on Wildboarders.
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Just wanted to post a quick update on some game development stuff I’ve been working on the past couple of months.
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I’ve been working on a few projects that require blitzmax and a web-server (php/mysql) to communicate.
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Yes, yes I know the documentation is lacking at the moment for Farseer.BMX.
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One of the major strengths of farseer is the ability to create concave polygons and have them collide with each other in a realistic manner.
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So far feedback has been great on Farseer.BMX working in Blitzmax.
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And there was much rejoicing!
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This is a quick and dirty ‘how-to’ on getting users new to Farseer.BMX up and running a basic application that compiles with the Farseer Physics Engine.
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I was hoping to have an update a little earlier than this, but decided to hold off and throw together at least a bit of content with the update.
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Hurray!
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Wow!
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Functioning off of very little sleep in the last 48 hours… But finally got a good lock on what game I’ll be designing and developing in the coming months.
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I always knew that your state of mind affects your productivity.
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Going onto my 4th prototype this coming week.
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So far the new year is working out A-OK.
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A lot has been happening lately, but not much worth writing about (aka I’m too damn tired at the moment to be bothered writing it).
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Yawn!
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After a lot of tinkering I got split screens functioning in Gunstyle.
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It has been a while since I’ve talked about Gunstyle so I figured a post was due on the status of the game… Right now development is rather slow just due to our busy college schedules.
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Hey again!
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Wow it has been a while!
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I’ve written networked games in the past, but never in XNA.
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Its been quiet on my blog and the End Dream site, due to me being on vacation.