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Level Editor UI – It’s getting there…
I changed a few colors and tried to give all of the editor controls a more unified look. Changing the parameters in the editor will make changes to the current object in real time. This will make previewing changes much easier. I also added more camera controls on left. Originally
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Daily progress updates. Oh hey it’s 2011!
Hey! Its 2011! Looking back on 2010 all I can see is failure. I didn’t get any of my game projects off the ground, and my engine is still in development. But hey, at least my house didn’t catch fire… (*looks around cautiously for any spontaneous fires*) I figured that
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Go check out The Village Blacksmith
Andrew Sandifer just made his first development blog post. Go check it out and bookmark it while you’re at it! He’s pushed me in the right direction before so I figure his posts there will be pretty insightful! Go to: The Village Blacksmith.
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Attempting daily posts, Color Pickers, and other stuff
I’m not sure that I’ll always have something that’s awesome to read about, or that I’ll even be able to make posts daily, but I’ll try. I figure it shouldn’t be too hard, seeing as I check FGL, GMail, twitter, facebook– and every other service hourly. As far as the
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Awesome AS3 User Interface
I generally use minimalcomps for all my UI needs, and I’ve been tempted to look towards ASwing, but that’s a bit bloated… And then I came across Razor Components! It’s very lightweight and very sexy! Skinnable awesomeness. I’m still probably going to stick with minimalcomps for my game, simply because
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Indie game development – What an awesome world!
OK, maybe it’s from lack of sleep… Maybe it’s because I’ve stayed up all night and morning reading from various indie development blogs. Whatever the reason, I gotta say that the indie game world is one amazing place. I’ve recently come across some developers who’ve tried to document the Molehill
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Going back to Papervision3D.
…Away3DLite was a fun detour, but I’m gonna go ahead and drop it and go back to my old system. I’ve tracked down my memory leak when using Papervision, so I’m getting back on that boat (I’ll probably switch again when molehill shows up). Papervision is faster. That’s all there
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I’ll return to Dynamite Max. First, I need to kill some ZOMBIES.
I’m not happy with the way things are going with Dynamite Max, and I want to save that idea/IP for the future, when my engine is more developed. So now I’m just going to make a sidescrolling zombie shooter. Not nice as Dynamite Max, seeing as there won’t be as
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Unintentional motion-blur in Away3DLite
So I was working with some semi-transparent planes to add some darkness / depth to my game, and came across a strange bug.
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Away3DLite and new recording software
Engine was stripped down, rebuilt using Away3DLite. Now I have to turn it back into a game. Well, what can I say? Switching to Away3DLite was a larger task than I thought it would be, and now that things seem to be working, I’ll have to copy / paste a
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Done with Papervision3D. Hate Away3D… Love Away3DLite!
Ok, so the last 2-3 posts were pretty hate filled because a papervision bug almost threw my game in the toilet. People say how much better and similar Away3D is to Papervision, because it’s a ‘branch’ or derivative. But the only similarity you’re likely to see these days is the painter’s
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FINE! I’LL SWITCH TO AWAY3D.
So I started to notice a little bit of a performance drop, and I could swear I smelled memory leak. I’ve been using an older version of FlashDevelop, and noticed that the newer versions came with a memory profiler! Awesome! Long story short, Papervision3d has some problems with ViewportLayers. I
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