Tagged Video Games

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…

PhysicsFS/PhysFS++ Tutorial

This is a follow-up from a promise that I made in my tutorial video on designing an asset manager using SFML. That video can be found here. This tutorial is centred around PhysFS++, a C++ wrapper for PhysicsFS. For the sake of the tutorial, it’s assumed that the reader is familiar with PhysicsFS and what it’s capable of. Described here is a workflow for simple use of the library. Anything more discrete is beyond the scope and will have to be ascertained by the reader on their own accord. Lastly of note, PhysFS++ encapsulates PhysicsFS calls in a PhysFS namespace.…

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…

That Time of Year

If I were a religious man (which I am not), there would be one thing that would be my religion; the thing that most made me feel like I was at peace with myself. Would it sound completely strange to say that it would be a video game that would make me feel like that? As hard as it may be to digest for some of you, this is actually the case with me. It has developed into a bit of a yearly ritual that happens around this time. Sometimes I wait until the first snowfall and other times I…