Engine, video player and tools, tools tools!

Engine, video player and tools, tools tools!

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 [...]

Basalt code swarm

Basalt code swarm

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 [...]

Scripting week

Scripting week

This week I’ve been working on replacing my current scripting system. It worked great for Vizati but I need something with a little more flexibility. Instead of explaining what I’ve managed to get working I’ve made a screenshot with some notes. I think I’m going to make this my #ScreenshotSaturday

Bringing a game from PC to iOS

Bringing a game from PC to iOS

This is my first post to http://idevblogaday.com/, I’ve been waiting since November so I’m pretty excited about writing to a broader audience =P. Even though I only have one product on the App Store I have gathered some knowledge on how stuff works to get there. I’ll start by talking a bit about how we [...]

officially a Mac developer too, wait, what?

officially a Mac developer too, wait, what?

It’s little over a month since I said I wouldn’t do any more porting for Vizati. Lesson learned, don’t say never again… When I started making the engine in C++ with an OpenGL/DirectX layer, I tried to keep in mind a multi-platform environment. Keeping rendering and OS specific calls abstract from the game itself and [...]

Cross-Platform engine progress

Cross-Platform engine progress

If you read my recent posts you know I’ve been bringing Basalt to C++. The plan is to support both DirectX and OpenGL render API’s and OpenGLES for iOS devices. I’m tired of porting stuff so I want to make a better framework for future projects and I’ll leave the XNA branch for Xbox360 and [...]

Fixing dark borders sprites on IPhone

Fixing dark borders sprites on IPhone

I ran into this issue a couple hours ago working on the IPhone sdk: See the darker borders around the image? It’s a png image and that’s was supposed to be a gradient of alpha. So why am I getting this strange stuff around it? Well that’s because that alpha isn’t 0 or 1 or [...]

Developing on Mac and Basalt running on the IPhone

Developing on Mac and Basalt running on the IPhone

It’s been around two weeks since my last post. Basically because I’ve been busy porting my engine Basalt to IPhone/IPad. If you follow me on twitter you might have known this already since I ranted pretty much at start, moving platform and language is always painful if you are used to other conventions/shortcuts etc. So [...]

Updates about Different Pixel and Sapphire

Updates about Different Pixel and Sapphire

Like some of you already know I currently out of job, the company where I worked like many out there closed due to, I don’t know,  financial issues, bad management, who knows. Even worse the news got out just before Christmas and it was not the holidays I intended to have. Times have been hard, [...]

Basalt and Sapphire Updates

Basalt and Sapphire Updates

Lately all my free time has been spent adding new features to Basalt and developing Sapphire. Some months ago, I started building Sapphire, a 2D editor for helping me creating to create my maps. Unfortunately I made a bad choice and decided to integrate XNA with Windows Forms, although I managed to do it it [...]

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