Category: Technical Articles
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Postmortem: ArcherFire Duet of Aces – js13k 2018
ArcherFire: Duet of Aces is a game I made for the js13k 2018 contest, you can check it out here! (and the source code is here) I decided to write one final piece of text about my second participation on the contest. I already described my journey in detail here and here, and…
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ArcherFire: Duet of Aces, js13k 2018 source code dissection
JS13k 2018 has gone by! this is the third of a series of posts detailing my journey, as well as the structure of the game I built. You can play it online here! Links to the full series: part1, part2, postmortem The full source code of the game (github repo), uncompressed and…
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ProcJam Summer 2018 – Pokemon Building Generator – Part 1
Procjam Summer 2018 has started so here I go. This will be a small project to create classic Pokemon style houses. (Guess what I might end up using it for) This will be a two steps generator, the first thing to do is defining a logical model for the houses. We…
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Interaction++ 2018.4 and some indie dev marketing tips
“Interaction” is a video game development meetup. They organize conferences in Medellín (my hometown) where they invite local developers to share their experience with both fellow and wannabe developers. They are now an official Unity User Group, and they are planning to create bigger and better events. Interaction++ 2018.4 was the…
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Javascript motion picture experiment, part 2
I wasn’t very happy with the result for my first take on the motion picture so I decided to revisit them. I did the following: Remove the precision timing requirements by just calculating the film speed, position it correctly and have the shutter be triggered when the frame is passing…
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JavaScript motion picture experiment
While developing Curse of Wallachia, I was assaulted with a great curiosity: Would it be possible to emulate the way traditional film movies work using javascript? The idea was pretty simple: Emulating the “film strip” as individual frames moving quickly (very quickly) on the screen, and then having an overlay…
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“Voyage” is born, and how it handles land border tiles
Thank you all for your feedback regarding my last post, after much debating here’s my current mindset: That brings two games I’ll be playing in the following months… Game 1: Release “Voyage”, the current version of Expedition First thing I did was rolling back a lot of the changes made in…
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Ananias introspection: Content Creation and Balance
This new series of blog posts will be based on /r/roguelikedev FAQ Fridays, a long standing series of discussions where roguelike developers share their techniques and experiences around a single topic. FAQ Fridays Revisited # 6 Content Creation and Balance (original) How do you decide what mobs/items/abilities/terrain/etc to add to your…
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A better build and deploy process for hybrid apps?
The current build and deploy process for Ananias takes a lot of time and requires lots of focus and bandwidth. Everything is done manually (and is thus prone to errors). Most of times I just can’t afford to release for all platforms, and I forget to announce thru all channels.…
