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
By GBGames, on January 2nd, 2012% Prototypes are tough for game programmers. If you have a competent artist involved on your project, your game might look way better than it is, which makes it easier to show off the potential of your designs, but it also sets expectations higher. Since most programmers haven’t honed their art skills, programmer art tends to . . . → Read More: Prototype-ready Art Assets for Game Programmers
By GBGames, on December 25th, 2011% Since I’m driving six hours to visit family, a lack of snow makes for safer travels, but it sure didn’t feel like Christmas.
That is, until we had our traditional Christmas Eve dinner. Lots of family, seafood, movies, and poker made it feel like home. B-)
Before family arrived, I spent some time checking out . . . → Read More: Merry Christmas!
By GBGames, on December 21st, 2011% “Bringing Evil Back.”
It’s been a long time coming, but I’m proud to announce the playable alpha release of the first major game for GBGames: “Stop That Hero!”, a deceptively simple strategy game that puts you in the role of the evil villain.
As your evil spreads and you conquer the various territories in the . . . → Read More: Announcing the Stop That Hero! Alpha
By GBGames, on November 24th, 2011% In the United States, it’s Thanksgiving, which is a great time to reflect on all of the opportunities we have as indie game developers.
Here’s a short video from my “As an Indie” series I made for today:
Personally, I am very thankful for everything I’ve learned in the last year and a half, . . . → Read More: Happy Thanksgiving!
|
|
|