Archive for the ‘Misc’ Category

Against SOPA

Wednesday, January 18th, 2012

Apparently, shit just got real and the anti-SOPA protest/blackout is happening. Which is great. So if you’re one of the few americans that browse around, off you go…do something about it. Just think how many memes like the one below you’ll be thrown toward you if this one passes :)

 

 

 

The Ghost Protocol Dilemma

Sunday, January 8th, 2012

So they have retinal scanner with real-time face recognition, sticky gloves able to hold the user on any surface, face sculpting tech, last BMW ultra-tech prototype car…yet the hand-cuffs can be still opened with a metal paperclip? :D

The Help Conundrum

Monday, November 28th, 2011

I don’t read ingame help, but I complain when it lacks :)

FlodXM ported to HaXe

Thursday, October 20th, 2011

Recently, I have investigated the opportunity of using Amiga-like tracker music in my games. I really want to make an “anniversary” version of Orbital Decay (woohoo…3 years!) and one of the features is a nice and engaging soundtrack, without bloating the file size. And, apparently, if things go nice and well, Loose Cannon will also have such a soundtrack.

So, I’ve ported the aforementioned library to HaXe. Grab it from the here.

There areĀ  a couple of small bug fixes and there is a speed optimization for the mixing, by using the flash.Memory class (Alchemy bytecodes, bla-bla-bla). The processor load, using the standalone debug Flash player, as seen in Process Explorer tool, is 4%, compared to the AS3 version which does 8% (the machine is an AMD 3200XP with 2Gb RAM running WinXp).

Apparently, NeoArt, the guys that made Flod stuff, will release Flod 4.0 (soon?). Porting, again, will be such a funny task :)

Update: apparently, according to Nicolas Cannasse, Adobe removed Alchemy opcodes from the latest Flash player (11.2), so if you compile for this target, you have to revert to using Vectors instead of the flash.Memory API.

3.5 Years Later…

Wednesday, October 19th, 2011

I’ve finally managed to learn how to make games that I like to play.

Now, if I’d only learn to make games all the other people like to play…

Breakfast at Post-Apocalyptic Tiffany’s

Wednesday, July 6th, 2011

From Fallout 3, played long time ago.

And bonus, the pyjamas one-man assault squad :)

“Experience working in agile environments”

Wednesday, April 20th, 2011

== our management is so incompetent that will often set unrealistic milestones that require lots of over-time, will change goals many times half-way through project, will only issue very loose requirements and will gang-rape you for not meeting them? :)

(not so)Fans #2

Wednesday, April 6th, 2011

Originally posted in the Kongregate forums here. I find it intriguing that someone would spend so much time writing about a piece of shit game (Orbital Decay) he so much hated. Oh well. Internet is a curious place :)
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Time Travelling is Just Too Dangerous

Friday, March 11th, 2011

20 years ago…Sinclair Basic
18 years ago…Pascal
14 years ago…C++
8 years ago…Java
3 years ago…Haxe

Know Your Audience

Thursday, March 3rd, 2011

Here’s this little puzzle game, Robo Riot by UrbanSquall. Just see the screenshot below, it’s cute. Crisp pixel-art like, special effects, all in all, great production value. But, at the same time, there’s something so wrong with it.

The puzzle mechanic is, essentially, designed for a casual audience, you know how marketing defines that: women over 35. Game’s mouse operated, one-button and relies on detecting forms/color rectangular patterns. Nice and easy.

The theme, however, is from Mars. Sci-fi setting, robots, explosions, hard-rock music. It’s cool with a kids audience.

Problem is, these two settings don’t overlap (or they do, on a very small slice). Diamonds? The woman’s best friend! Marbles? Fantastic! Aztec setting? That would have been outstanding!

Hope the game did well for urbansquall, though.