No Way Out released
on by Eniko
Ludum Dare #28 has ended and it was a blast! I made a grim zombie survival adventure point & click game called No Way Out, which you can play right now in your browser!
on by Eniko
Ludum Dare #28 has ended and it was a blast! I made a grim zombie survival adventure point & click game called No Way Out, which you can play right now in your browser!
on by Eniko
Today I’d like to discuss the system of attributes as it stands for MidBoss. Some of the things I’ve decided may prove controversial, but I think in the end they’ll benefit the game.
on by Eniko
So today I was going to write about the development process of MidBoss, to show how I develop games and maybe teach people a thing or two along the way. Unfortunately, this isn’t going to happen as I’ve found something else to blog about. Sunday is my R&R day, so I was playing some Fallout 3. I know, I know, I’m woefully behind the times having never played any Fallout game. And I was quite enjoying myself until I got to Megaton.
on by Eniko
It’s April, spring is near, and that means that I released my March game for One Game a Month, PixelCrash! A bullet-hell roguelike where you must save the color palette from the evil dead pixels! Get it through my profile or this direct download.
The rest of this post is going to be a post-mortem of the game, as well as what I’ve learned going forward, what I can apply to Project Drake and how, and some thoughts on One Game a Month itself.
on by Eniko
First off, after taking a few weeks off I went back to work this week, and stuff has been happening. Unfortunately, most of it is utility work so it’s not exactly exciting stuff to show or write about.
Second, today’s post is going to be a little different. It’s going to be a tutorial or guide on how to use XNA’s SkinnedEffect with custom shaders. I needed to do this for my sprite renderer, and it was pretty tricky. I couldn’t find any ready made code, and I’ve been requested to post on the subject. The image included here is what I did with this for my sprite rendering utility. So, here goes…
on by Eniko
Spent some time today researching how to more efficiently pack my sprites and tiles into one large texture. I had an algorithm that worked, it was just hideously inefficient in terms of space left unused. I came across Nuclex’s Rectangle Packing and ported Cygon’s packer to Python. Below is the result.