By GBGames, on February 8th, 2012%
I just jumped years into the future with both my cell phone and my computer. The future is a mixed bag.
The Cell Phone
For quite a few years now, I’ve had a flip-phone and was paying for service out of contract. When people started getting smartphones, I kind of wanted one, . . . → Read More: The Future Is Disorienting
By GBGames, on February 6th, 2012% If you’re not familiar with AltDevBlogADay, you should be. Each day, a game developer posts on a variety of game development topics. There’s a huge backlog of content there now, and while the recent redesign has made it difficult to find the category you want (you have to click on a post to see only . . . → Read More: An Online Conference You Can Attend #AltDevConf
By GBGames, on January 27th, 2012% To go along with my last post on indie maintenance and disaster plans, I’d like to mention how I currently back up my important data.
Local Backups
I have two active computers. My main development machine is my currently dying laptop. My desktop has a backup of my laptop’s data. Using rsync and SSH, . . . → Read More: My Offsite Backup Solutions
By GBGames, on January 25th, 2012% My Dell Precision M90, which has been running like a champ for more than half a decade despite my cats’ attempts to get their fur clogged in its fans, is finally dying. I’ve been seeing graphical glitches for some time, but I’ve been able to continue working, and the glitches eventually go away. Except when . . . → Read More: Indie Maintenance and Disaster Plans
By GBGames, on January 9th, 2012% In efforts to port Stop That Hero! to the Mac, I ran into a strange issue involving PNG image data.
See, the level layout in “Stop That Hero!” is defined by a 50×33 PNG. The colors of pixels in the PNG correspond to tiles and structures in the game. Grass tiles are represented in . . . → Read More: Integrating LodePNG with an SDL Project
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