Author Archives: Jonny D

HowTo: SDL on Android

I’ve been recently wanting to get into mobile development.  How does one do that?  Well, your main options are iOS (iPod, iPhone, or iPad), Windows Phone (7 or 8), BlackBerry (BlackBerry smartphones, PlayBook), and Android (most of the other devices on the market).  I had always leaned toward Android as it’s slightly more open than [...]

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Don’t Blow It! in PBS Off Book

I guess I should have shared this a long time ago, but better late than never! Don’t Blow It was included in a PBS Off Book feature about indie game development.  Our presence at Boston FIG is the reason for this happening (you can see some other BFIG entries alongside us).  It’s pretty cool to [...]

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Don’t Blow It! – Building, an experimental feature

Here’s a quick look at one of the new possibilities in the future of Don’t Blow It. What you see here is the work-in-progress of creating structures in-game: Building.  The new feature, which is pretty unusual for a platformer, lets you join certain “buildable” objects together.  This lets you solve many puzzles and obstacles with [...]

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Don’t Blow It! – New gameplay video

We’re still working on the new design for Don’t Blow It, so there will be lots to talk about soon.  For now, I’ve thrown together a video that shows what the Boston FIG version is like.  I hope you like it! © DinoMage Games, 2012. | Permalink | One comment | del.icio.us |

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Spriter API for C++

If I ever have a wish for making video games, it’s to do it faster and better. That’s why I spend a lot of time on tools. I don’t really like doing tool work, but it is important to developing an efficient workflow. This time, that tool is a C++ API for loading and using [...]

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We’ve moved!!

Hey everyone!  We’ve decided to split off the game development part of Blue Dinosaurs (Blue Dino Code) into its own website at DinoMage.com.  The new site is focused on the games we make, along with the development blog that you’ve … Continue reading Continue reading

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Our new website

Welcome to the new site!  We’re excited to have a home dedicated to our game development. We’re still working on things back here, but since it’s mostly functional, it is worth exposing to you! Keep an eye on this blog for official updates from DinoMage Games! © DinoMage Games, 2012. | Permalink | Add a [...]

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Don’t Blow It! – Particles plus

Let’s see what big changes there have been since last time… First of all, I made a particle engine.  Okay, it sounds like reinventing the wheel, and really… it is. [ Continue reading Don’t Blow It! – Particles plus... ] © DinoMage Games, 2012. | Permalink | Add a comment | del.icio.us |

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Don’t Blow It! – BostonFIG update

The Boston Festival of Indie Games submission period for digital games ended last night and I have to say…  I’m happy with my entry. I worked furiously to squash some bugs and get the BostonFIG demo level finished earlier this month.  Shortly before the deadline, coding work on Don’t Blow It slowed a little as I began [...]

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Boston FIG, Let’s Go!

The Boston Festival of Indie Games is a new local showcase for indie games in the Boston area. Lately, I’ve been working on the little details in Don’t Blow It that are important for the festival submission. That’s right, we’ll be showing off the game right there in Boston! Take a look at the official [...]

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Basic networking with RakNet

In my recently released game, Button Battle, I opted to use RakNet to implement simple networked multiplayer.  I figured I should talk a bit about how that all went, since I would have enjoyed reading such an article myself… and frankly, I’m going to forget this all soon and I will have to read it [...]

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Button Battle – Open source release

As promised, here’s the source code for Button Battle.  As everyone should expect, it’s not the cleanest code, but I do have plenty of experience and it is commented.  I expect that the code might be a valuable resource for people who want to see how things were done.  To that end, I also made [...]

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Button Battle v1.0

Great news!  Button Battle is finished and you can play it right away…  for FREEEEEEEEEEEE!!! Okay, I haven’t finished a game yet that I plan to sell, but whatever.  Here’s another description for you: Button Battle puts two players against each other, attacking and blocking until one player is left standing.  The combat is turn-based, [...]

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Button Battle – A networking test

I took a little break from Don’t Blow It this week to explore one of my simple game ideas via prototype. The basis of the idea was for a multiplayer game which takes player reaction time into account when resolving combat. So, I set to work making a two-player combat video game similar to Rock, [...]

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Don’t Blow It! – Pig Hill

Among other things, I’ve been making some new levels. Here’s one in development called “Pig Hill”: On Pig Hill, you simply carry a round pig up to the top of a large hill. This round piggy likes to roll back down the hill, along with the oncoming logs that knock you around. In testing, it’s [...] Continue reading

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Don’t Blow It! gameplay video

We’ve just released a gameplay video of Don’t Blow It!  Now you can see the craziness of 4-player puzzle co-op in action.   Also, look out for dontblowitgame.com.  That’s where you’ll find all the official info about the game as it comes.  You’ll continue to get dev updates on this blog (yes, right here, where [...] Continue reading

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Don’t Blow It! progress

Don’t Blow It has been steadily improving over the last few weeks.  I’m running out of programming tasks!  There are some new features I’m planning to add later, but more importantly, I’ll be producing a gameplay video soon (let’s hope … Continue reading Continue reading

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All the silence is due to…

All the silence is due to…  Hard work, of course! My priority was shifted a while ago to working on a game called “Don’t Blow It!”.  I mentioned it in a long ago post when I had first made the … Continue reading Continue reading

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Tutorial: Using TinyXML, Part 1

TinyXML is a great little library (tiny, even) for loading and parsing XML documents.  Here I’m going to introduce the basics of getting all your data out of (and into) XML files.  Part 1 is quick and simple.  In Part … Continue reading Continue reading

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XController: A library for using XBox 360 controllers

I recently bought a wired XBox 360 controller to use with my Steam games on my PC.  It works very nicely, so of course, I had to use it in my own code eventually. Here’s the first place I’m using … Continue reading Continue reading

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