Tag : game development
Hey everyone, apologies for the slow updates on Ikaroids HD for the iPad – rest assured this is because we’re working hard to revamp the iPad version to the highest standard that we can. What I can tell you is that it’s looking gorgeous, and you can expect to see more updates on the way. […]
Well work is proceeding very nicely on Ikaroids HD. But in other news, we have another upcoming game app for the iPhone, called, in case you haven’t guessed, Knight Terrors! It’s a action based tower defense game featuring crushable enemies and interactive level elements that you can harness to annihilate your opponents. It’s also an […]
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.
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 […]
In this post I’m going to show you the stages I use to apply a ‘panelling’ effect on my machine sprites, to give the impression that a sprite has been constructed. These little details, such as raised and indented areas, can really bring an otherwise simple surface to life very fast. Tools needed: Photoshop
In this article we discuss the trials of working to the title-safe area in your own Independent XNA titles. We look at the problems that this can raise and possible solutions that you should consider right from the start of the project. On face value, working to ensure that the contents of your console / […]
In this post I hope to take you through the basic stages of putting together the pieces for a boss sprite. Obviously everyone is going to have their own preferred technique, but here’s what I found worked best for me once I’d made a few already and had the process refined to a point I was happy with.