by ChrisK
on April 26, 2013
in Blog, Turf
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 [...]
by ChrisK
on March 18, 2013
in Blog, Development, Hyper Grav
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 [...]
by ChrisK
on March 15, 2013
in Blog, Development, Hyper Grav
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. [...]
by ChrisK
on March 13, 2013
in Blog, Development, Hyper Grav
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 [...]
by Andy
on March 11, 2013
in Opinions
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
by ChrisK
on March 11, 2013
in Blog, Development, Hyper Grav
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 [...]
by ChrisK
on March 7, 2013
in Blog, Opinions, Tech
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 [...]
by Andy
on March 1, 2013
in Art, Blog, Design, Development
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 [...]
by ChrisK
on March 1, 2013
in Blog, Opinions
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 [...]
by ChrisK
on February 27, 2013
in Blog, Opinions, Tech
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. [...]