Author Archives: philhassey

Dynamite Jack on Steam and PC/Mac/Linux DRM-free

Hey there! Dynamite Jack is available now! The store on my website gets you a DRM-Free copy of the game for Windows / Mac / Linux AND a Steam code (Windows / Mac). If you want to learn more about the development of Dynamite Jack, I’ve done dev blogs about it over the past month. [...] Continue reading

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Dynamite Jack: Final Prototype post-post-mortem

So in October of 2011, Ludum Dare hosted a second October Challenge. I had so much fun the last year, despite canceling my game, I decided to give it another go. I was really attached to the idea I felt I was approaching with Stealth Target, so I wanted to give it another try. Since [...] Continue reading

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Dynamite Jack: Game will launch with map editor

Hey there .. a bunch of my beta testers really wanted the map editor to be part of the game, so .. well .. I went ahead and just got it done. So Dynamite Jack will launch on May 10th with the Map Editor! I created a tutorial video that both demos the editor and [...] Continue reading

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Dynamite Jack: The “Stealth Target” post-post mortem

So at the end of 2010, Ludum Dare hosted the “October Challenge” .. This was the CHALLENGE: Make a game — take it to market — sell 1 copy (or license it, or earn $1 in ad rev) in one month. So, with my dream of making a commercial game out of Dynamite, this seemed [...] Continue reading

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Dynamite Jack: Enable Roger Wilco Mode

While developing Dynamite Jack, my pal and co-host from Ludum Dare, Mike Kasprzak suggested that the deaths didn’t have enough emotional impact. So I added more awesome deaths. ROGER WILCO STYLE. Enjoy the Anathema Mines Chamber of Commerce Video: When I first added in these crazy post-death animation sequences, I kind of felt they might [...] Continue reading

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Help me runtime debug this code

Hey there… This happens to me sometimes. I want to be able to turn on a debug mode or a tool that will crash my code during runtime. I can use Xcode, MSVC 2008, or GCC under Linux. Anything. Though, XCode is preferred. This must work with C++, not just C code. // I don’t [...] Continue reading

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Dynamite Jack: The second prototype, post-post mortem

So about six months after I created “Escape from Anathema Mines” during the Ludum Dare game jam, I created a game called Dynamite in the PyWeek game jam. Theme So the theme of PyWeek #1 was “Power” .. I worked with my brother-in-law Tim on this game, and we spent a fair amount of time [...] Continue reading

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Dynamite Jack: Component Object model

I’m gonna dig into some of the tech behind Dynamite Jack, so hold onto your seats. So, a lot of devs are into Component Object game design. That article is by a friend of mine who goes into a good overview of a lot about the model. Anyway, you could probably spend all day reading [...] Continue reading

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Dynamite Jack: Building a level

Hey there, here’s something I thought you might be interested in, a fast motion replay of me building a level for Dynamite Jack. The level editor is not included in the game, because right now the interface is a little tricky But if enough people are interested I’ll probably add it in an update after [...] Continue reading

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Dynamite Jack: Seven Years Ago Today – the prototype post-post-mortem

The development of Dynamite Jack was a really involved and long-term project. The project started almost exactly SEVEN YEARS AGO. I’m going to do a series of blog posts over the next few weeks leading up to the release of Dynamite Jack highlighting both the features of the game, the development of the current version [...] Continue reading

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Galcon.com Presents: Dynamite Jack Trailer

Hey everybody! I’ve got a game coming out in May for PC / Mac.

Check out the website / trailer!
Be one of the first to Like the facebook page or follow the Twitter! I’ll be posting a ton of interesting stuff about the game over the next … Continue reading

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Speaking at GDC 2012!

Ahoy there! If you’re going to be at GDC, you should check out my talk during the Indie Game Summit on Tuesday afternoon! It’s going to be an exciting “tell-all” of all the never-before revealed secrets of Galcon! Galcon: A Quest for the Perfect Triangle Anyway, GDC is always a blast! I’m also going to [...] Continue reading

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How to create and play IVF / VP8 / WebM / libvpx video in OpenGL

Disclaimer: this tutorial covers how to render IVF / VP8 / libvpx video in an OpenGL libSDL / SDL window. IVF video only includes video, not audio. For game developers, it’s trivial to play audio via their own audio system. So you’ll have two files per movie “movie.ivf” and “movie.ogg” or whatever. As an exercise [...] Continue reading

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The 2011 Re-Cap: Five games in one year!

Ahoy there! 2011 was a great year! Here’s a re-cap of the games I released and some final thoughts on ‘em! First of was The Invasion of the Blobs which was my Ludum Dare #20 entry! I had a blast making this game as part of the jam. I used this game as a way [...] Continue reading

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Chickon for iOS has Arrived! Galcon with Chickens and Robots!

Okay folks .. it’s been a while. We spent the earlier part of this year moving to a new house and getting settled in, and somewhere in there I had this crazy idea “haha wouldn’t it be funny if I made a version of Galcon with chickens in it cause everyone plays all those poultry [...] Continue reading

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Is this a safe pattern for auto-registration?

Hey, I’m trying to have various components in my game pre-register themselves upon startup of the game. I’m using this pattern: Here’s my registration code that is in one .cpp file. The register_init() function is available from anywhere: std::vector &get_init() { static std::vector goods; return goods; } bool register_init(Init *v) { get_init().push_back(v); return true; } [...] Continue reading

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Freemium – my take: design for maximum enjoyment first

There have been a ton of posts about game design and ethics lately relating to freemium. Here’s my take. I don’t really think there is ethics so much in if you make a freemium game with random drops or checklists or whatever or not. I think those are game elements that some users REALLY LOVE [...] Continue reading

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Tough decisions, interesting beginnings

So, if you’ve been following this blog for a while (like a year) you might recall last year’s “October Challenge” game called “Stealth Target” that I attempted to release as a paid beta game, which I then issued refunds for and then made a few vague efforts to revive and .. well .. I mean, [...] Continue reading

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Oh look a white orb

Hey, I added white orbs. I wonder what use the game will have for those. In Star Trek:TOS, it’s accepted practice to beam down to the planet, get mad at the inhabitants and commit some sort of genocide. And then take their minerals. Hmmm. The tough bit with iCade dev is that I haven’t added [...] Continue reading

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Day 1: Random side-hobby game for iCade

Hey, 90 minutes later, I have this, with working iCade controls to cruise the ship around the endless galaxy!

Totally fun messing with a hobby game project!
-Phil

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