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20/05/12

Permalink 06:27:57 am, by György Email , 95 words   English (GB) latin1
Categories: Personal

Gamedeveloper-er now

Yay, the first game that I've worked on at Playerthree, is out now! NomNation is available from the PSN Store (EU only) and in a few days, the iOS version will be out too.

For those technically inclined, this is a C++ reimplementation of the original Flash version (which was programmed by the very same Duncan Saunders whom I've teamed up with to create Super Snake Blox). The Flash version will be available at the same time as the iOS.

Another game that I've been involved will follow shortly, this time for the Vita; stay tuned!

30/01/12

Permalink 04:40:32 pm, by György Email , 294 words   English (GB) latin1
Categories: XRhodes, Games, Personal

Blagain

It was high time for an update, as a lot of things have changed in the one year since I've last posted.

Most importantly, I've got a placement year with the London based studio, Playerthree. The first title that I've worked on should be out soon for PSP Minis, with another one for PS Vita to follow it in a close consecution. I've learnt some very useful lessons in working with 3rd party code and team projects.

I've also rewritten XRhodes, next to from scratch. Only this time around I'm no longer gearing it towards a public release - I could, but it takes a lot of effort, which I'd rather be spending on actual games, and ones that I'm passionate about.

The most important change is connected to this: I've learnt to let go of perfection. I no longer feel the urge to write crystal clear code, and I'm willing to make sacrifices to just make things work. What having been aspiring to pick up good practices and to write crystal clear code helped me is to learn what can actually be sacrificed, and what will come back to bite me in the ass.

Global Game Jam 2012 has just finished. I've been looking forward to the event very much - from a suprise team-up with Duncan Saunders and Jade Konechy, Super Snake Blox was born. It's quite fun. Go and play it. There are flaws (it's a 48 hour game), but I'll tidy them up as soon as I can bear to look at it again.

The plan now is to work on short and sweet prototypes that I can fit in my schedule easier, to do the next Ludum Dare - which I now know I can -, and to provide more updates. We'll see how it goes.;)

19/03/11

Permalink 07:35:13 am, by György Email , 24 words   English (GB) latin1
Categories: XRhodes

Looks like

... XRhodes' online docs have been updated to v0.86. Also, a Linux build of Tower Offense has appeared. Is this the sign of anything? D=

15/03/11

Permalink 11:39:11 am, by György Email , 95 words   English (GB) latin1
Categories: XRhodes, Games

Some more Tower Offense

Tower Offense has been updated, just to round off some rough edges. You can download it from Mediafire.

Also, its code has been made public domain in form of a Mercurial repository. It is probably not the tidiest code ever, but if you are new to games development and/or XRhodes, you might find it helpful. (If you are also new to Mercurial, a great tutorial can be found here.)

To work your magic from the command line:

hg clone https://bitbucket.org/zyndor/tower-offense

Please note that actually building it will require XRhodes v0.86. Just a couple more days...

Permalink 03:56:51 am, by György Email , 257 words   English (GB) latin1
Categories: XRhodes

XRhodes v0.86 first glance

The work continues on XRhodes. Implemented an XR::IndexKeeper class that will help bookkeeping fixed allocation environments, such as XR::Emitter<>, which has also been rebuilt along with XR::Particle<>; the performance and design improvements are strong with this one. XR::IndexKeeper is not something entirely new; the resource manager in XRhodes' early version has utilised a similar mechanism - it is now available in a more generic form.

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