Where are those Turf updates?!?

Sometimes, Life throws curve balls and we get bruised badly… The past 2 weeks have been tough. During that time, there’s been little to no progress on Turf as my family priorities have taken priority. Well, that and I signed up to author a micro technical manual on Web Audio… The good news is that [...]

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No-go on Hyper Grav’s performance optimization

I spent the weekend trying to integrate CocoonJs‘ native physics acceleration but to no avail. While the API has grown in leaps and bounds, it’s still missing some crucial function calls which Hyper Grav relies on. Ludei is presently looking the issue and, given their positive track record, I’m optimistic that it will be resolved soon. In [...]

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New Hyper Grav control schemes implemented

Yes, I am indeed blogging at 1:15 am in the morning because… Hyper Grav‘s new control schemes are fully implemented! The ‘accelerometer’ control scheme worked as planned – the ship’s direction is controlled through the accelerometer while the ship’s thrust is controlled by a button. In my opinion, it’s a nice alternative to the default control scheme. [...]

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Hyper Grav’s expanded options

Getting back into Hyper Grav‘s development groove has proven to be more difficult than anticipated. I’m making progress on the new features but development is not moving fast enough to my liking. It also doesn’t help when my time is split between internal projects and external contract work. Today, I put the finishing touches to [...]

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EA’s plan 66

Was in the middle of writing about online DRM and just poor business practices in general… but then came across this. Enjoy. http://www.escapistmagazine.com/videos/view/jimquisition/6978-SimShitty

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Hyper Grav week!

This week, it’s all about Hyper Grav. Hyper Grav first official update is slated for release next week. I’m hopeful that this update will address a slew of known device-specific glitches. In addition, expect to see the following new features in the game… Improved performance The physics CPU load in some of the later levels [...]

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Typescript brings type definition safety to Javascript

I had an interesting discussion on HTML5 development with fellow indie developer Scott Henshaw (Kibble Games) recently. I lamented the lack of traditional language type definitions in Javascript which forces developers to be more disciplined in coding structures and commenting (a good thing), but which doesn’t prevent accidental variable name typos from wreaking havoc at [...]

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Hello World!

Hello My name is Andy and I draw stuff. This is my first blog post ever. I have been developing video games for over a decade, and what a savage merciless trade it is. A career that is measure in pain and loss…dire health, lack of nutrition and depraved rest… BUT it’s not all grim… Though [...]

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Meet Max Polhill, developer extraordinaire

Max Polhill has recently released his physics puzzler game ‘Stellar Alien’ on Google Play and in the Chrome Web Store. It’s his first title released under his studio, Xavier Games. Max is also only 14 years old. I’ve been in the games industry for 15+ years and it’s not often that I’m bowled over, but [...]

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UI widgets which accelerate my game GUI development

I’ve just come off a week long session of implementing GUIs for Turf. GUI development is especially time consuming for me as they are all implemented using HTML5 Canvas rather than using HTML DOM elements. It is this decision which allows our titles to eke out maximum performance on CocoonJs, our adopted mobile app platform. [...]

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