Another update on my ludum dare entry: Flatland, the game.
After 7 hours, I have a bit of gameplay... but a long way to go.
A short screencast to say what I'm doing for this ludum dare and what libraries I'll be using
Blue Tongue GM Kevin Chan's farewell to Blue Tongue at our final company meeting on 12th August, 2011. Sorry for the poor playing and singing. I hope the message from my heart made its way through the noise.
Goodbye for now, Blue Tongue crew. I'm sure our paths will cross again.
(Thanks, Raf, for the video.)
This week's dev diary into the inner workings of Machine Gun Jetpack explores the world of vehicles - the handy and totally awesome rides that Barry will commandeer during his daring flight!
Lead designer Luke Muscat and lead artist Sierra Asher explain some of the finer points of the MGJP vehicles.
Welcome to Machine Gun Jetpack - the biggest mobile game of 2011 from the creators of Fruit Ninja! In this sneak peek video series leading up to the official launch, developer Halfbrick will take you behind the scenes to check out the creation process of a hit mobile game.
In the series' first video, "Simple Awesomeness" lead designer Luke Muscat breaks down the simple yet addictive beauty of the one-touch gameplay, giving fans a look at mechanics, collectibles, and various obstacles players will face in Barry Steakfries' high-flying adventure. Machine Gun Jetpack will be released early September on the iPhone and iPad!
MMGN calls into Ignition Studios - a Melbourne based independent developer - to talk about their first release Monkey Mini Golf for Windows Mobile 7. They share some insight into developing for the new platform, and the local gaming industry here in Australia
The art boys get together to tell you the beginning of their DOA tail in true Jonny and Saxon style.
The 3rd of many Developer Diaries for Dead On Arrival that outline all the development builds that all of you can get your hands on and see how the game progressed from the start of development to release (basically the last 4 months of development).
You can find the playable build for this Developer Diary here: http://www.deadonarrivalgame.com/developerdiaries/3/
Keep up to date on facebook with all the Developer Diaries and playable development builds: http://www.facebook.com/DOAGame
The 2nd of many Developer Diaries for Dead On Arrival that outline all the development builds that all of you can get your hands on and see how the game progressed from the start of development to release (basically the last 4 months of development).
You can find the playable build for this Developer Diary here: http://www.deadonarrivalgame.com/developerdiaries/2/
Keep up to date on facebook with all the Developer Diaries and playable development builds: https://www.facebook.com/pages/Dead-on-Arrival/237752539588242
A tutorial on how to use Box2FP to integrate Flashpunk and Box2D in Actionscript, from http://www.throwthelookingglass.com.
Before using Box2FP, you should have some conception of how both Flashpunk (http://www.flashpunk.net) and Box2D (http://www.box2dflash.org). Both of these have pretty good tutorials (reading the manual of Box2D is particularly important).
Box2FP can be found at https://github.com/pdyxs/Box2FP
Go to http://www.throwthelookingglass.com/2011/06/box2fp-tutorial-making-games... for the code of the sample project.