Tagged game development

Monogame – Working with Touch

*NOTE – This may also work on other platforms with touch as well, but this hasn’t been tested on anything other than Android at the current moment. One fundamental aspect to understand about touch and gestures is that code needs structured around the idea of continuous input. Thus, any touch recognition code should be encapsulated…

Clicky Game – Development Journal 0001

Because I have no life, and because I really suck at having good ideas, the concept of Clicky Game was born. Now ordinarily I wouldn’t bat two shits at this thing after having written something like that, but I wanted to use this as an opportunity to really dig deep back into C++ and use some of the features in C++11. I just want an excuse to use lambdas liberally. 🙂 I’m doing a few interesting things with this project. First of all, I’m writing it in Visual Studio. Yes, I know, blasphemy. The reason for this though is because…

Development Journal – Teh Rawness

Lets face it, I’m not a professional developer nor a professional mathematician nor a professional anything. Maybe a professional jackass. Yeah I am pretty good at that. Douchebagery aside, I managed to clobber together an extremely raw working model for a “Drop Objects”-style game for Android that is most definitely going to morph into something a fair bit cleaner and more disturbing. I peddled this off to my tight-knit inner circle of unlucky friends to see what they thought and I received a lot of constructive criticism (because it does suck and really it’s supposed to at this point) and…

Development Journal – I Can Haz Procedurally Ramped Difficulty?

Preface – I’m not a mathematician in any way, shape or form. Shamefully, one of the things that’s always bugged me about any game I’ve ever written was the difficulty was explicitly defined. In other words, I would always have a method that would check the current level and apply random scalars to settings depending upon that check. Does it work? Yes. Is it intuitive? No. Does this make for a horrible game experience? Yes and no (more yes). Without diving too far into the rabbit hole, I wanted a way to automatically increase the difficulty of a game while…

Game Development – Migrating to Classical Mechanics

Let’s clear up some possible confusion regarding the title of this post. I’m not necessarily directly talking about game play mechanics as I am talking about the branch of physics called Classical Mechanics. You know, the fun stuff that helps us describe motion of mass under certain types of forces and the effects, both direct and indirect, resulting. Well it’s fun for me anyway. Even though I hadn’t necessarily realized how much I’d forgotten about really simple stuff. And let’s clear one more thing up here. I’m not a professional mathematician or physicist. I’m a software engineer. So if you’re…