So these past 2 weeks I’ve been adding some “bits and bytes” to the engine. Taking a rest between some more complex game mechanisms I decided to start doing a video player. After a bit research I decided to choose theora, but a bit skeptic, I’ve used it before on a game company I worked [...]
Posted by David Amador under Game Development
I discovered code swarm a while ago and decided to test on my own repositories. This is a test on Basalt, and although I’ve been working on the engine since January 2010, only in 2011 did I placed in on a repository so a bunch of stuff is added right on the beginning. This is [...]
Posted by David Amador under Game Development, General Programming
So I’ve been out for quite some time, and this is just a quick update. First, I have tones of unread, thus answered emails on my inbox. I haven’t managed to go through that lately. I usually scroll to see if there’s a really urgent one, I will eventually read them all. I decided to [...]
Posted by David Amador under Daily Things, Game Development
So I’ve been working on my new game and I’m doing some tweaks here and there on the engine. Mainly with the rendering section, trying to squeeze as much as possible, thus maintaining an acceptable framerate. It’s not like I’m doing a heavily graphic game but I like to know that It can be used [...]
Posted by David Amador under Game Development
If you are coding, no matter what it is, games, software, websites, you should be using a code revision control of some sort. Are you using? Cool. Is it Git? Smart choice, so you probably don’t need to read the rest of this post. For the rest I’m giving some help on how to start [...]
Posted by David Amador under Game Development, Tutorials
First of all I think this is my last idevblogaday post for a while. I my math doesn’t fail me this is my 10th post and it’s time for someone to take turn. Actually it’s just the 9th. I hope my words have somehow enriched your knowledge, in case you want to stick around just [...]
Posted by David Amador under Daily Things, Game Development
Just a quick side note, the 6 Indie Games Bundle for $5 is still available till June 20th http://www.indiegamespack.com/, help out indie devs by buying or spreading the word. For sound I use OpenAL, it’s free, cross-platform, I’ve managed to get it working on iPhone, Windows and Mac. Setting up OpenAL to play a sound [...]
Posted by David Amador under Game Development
Holy cow, this is my 100th post. “Insert epic sentence” Depending on how much time you follow my blog or Different Pixel activity you may know that we have an internal Editor called Sapphire Past It was developed over a year ago with the intent of being a “All in one” 2D game editor for [...]
Posted by David Amador under Game Development
A large percentage of the indie developers have to work on their project at night and/or weekends. In order to pay the bills they have to maintain a day job. There’s no shame in that, many do it, I do it, not everyone can make a mega jump right into fame and fortune with a [...]
Posted by David Amador under Daily Things, Game Development
Render to texture is a very handy functionality. Imagine your game allows for some character customization. You have the body, some different hats, different clothes and other small stuff. Now the easiest way to render this is to just draw it piece by piece every frame. With the proper Z coordinates everything falls in place. [...]
Posted by David Amador under Game Development
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