Category : Blog
Another Tuesday and another selection of free assets for our readers to enjoy. While there are countless tutorials on putting together an efficient particle system in a number of programming languages, the core of the particle effects you’ll enjoy in your game requires sprites. We’re offering up a selection of sprites that you can use […]
In this post I’m going to show you the basics of animating a simple sprite, in this example a medieval knight. All of this was done in Photoshop CS4, so I’ll be referring to that in the steps outlined.
Our first Xbox Live Indie Games title ‘Ikaroids’ is now available on the Xbox Live Marketplace! Ikaroids is an action packed twin-stick arcade style shooter wtih a unique physics and game engine that encourages you to use parts of the scenary in a defensive manner while avoiding devastating collisions with the asteroids. The main campaign […]
Here at Iron Star Media Ltd. we still very much learning the ropes when it comes to generating assets for our games. However, we’re in the fortunate position in that we’ve had a reasonable amount of experience playing around with Photoshop and Garageband in our spare time. This post marks the first release of free […]
In this post I’m going to talk about five of the things I have a powerful dislike for in commercial games. Of course, needless to say, this is just my opinion, but these are the things that I’d like to see a lot less of in games in general.
With the overall menus in place and a solid roadmap of the development ahead of us, the second proper session of development on our latest XNA title Sentinel sees the addition of the main game screen and the player entities. I’m going to talk about some of things that we did on this day, and […]
After the second round of playtesting for Ikaroids, we found that a number of comments were coming back to us stating that the game was rather difficult. Instead of simply dumbing down the game, we added the classic Easy, Medium and Hard difficulty settings to the game. Here’s some discussion about how we did that, […]
There is nothing more detrimental to quick progress than poor planning. We’ve all had times when partaking in a project where we get confused and lost, or we’re coding away without any real purpose. I find this often simply comes down to not really knowing what the final goal of a class, project or function […]
It’s worth remembering that while graphics can look pretty, it’s important not to let them dominate at the expense of other crucial elements. In this post I’m going to talk about the process of level design in the context of Ikaroids, including topics such as pacing, spacing of elements, and general look, feel and theme.
Well, Ikaroids is very, very close to a final release, we’re just in that last no-man’s land known as playtesting. Which basically amounts to us, and anyone else willing to do so, playing the hell out of this game. It also means that the above screens are a little out of date, as so much […]