Category Archives: What am I up to?

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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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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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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A first look at NFont 3

It’s been a while since NFont was updated.  While working on GigaSun Jet, I had added a couple of very useful features.  It seems like it’s time to show NFont some official love. I started working on the new version … Continue readi… Continue reading

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Writing, coding, and limitations

As I’m working on GigaSun Jet’s first campaign story, I had some thoughts about writing stories that I felt like jotting down.  I’ve decided to treat my time on the story as if I’m writing a novel.  It really could … Con… Continue reading

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NaNoWriMo… and I guess I have a No to Wri this Mo

I’m starting off this month working aggressively on the story for GigaSun Jet.  It also happens to be National Novel Writing Month.  I’m not going to officially participate, but the feeling is still the same.  My “novel” migh… Continue reading

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Level editor (functionally) complete!

We’re just coming back from a surprisingly widespread power outage around here, and I actually managed to get things done.  This was a big thing, too.   The new GigaSun Jet level editor is done, for now.  ”New” because I had &… Continue reading

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In-game level editing is so good

I’ve gotten through those interfaces in GigaSun Jet that I mentioned a couple posts ago.  The game now buffers its level data and loads from that instead of straight from XML objects.  Since this buffer can now save its data … Continue re… Continue reading

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Internal interfaces, oy!

I’m just hacking away at some “details”, as my wife would frustratedly call them.  They’re important, I tell you! I’m loading level data from XML files, then this data will be referenced whenever a level needs something. … Continue reading

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Introducing GigaSun Galaxy, a new board game

What?  A board game in the GigaSun Jet universe?  Yeah.  Isn’t that silly? A couple months ago, I started making a simple board game for the kids.  Once I got the design to a playable state, I gave it a … Continue reading → Continue reading

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Fighting with ogre…

Ogres are beasts; big beasts that are tough to control.  I mean, Ogre3D is a beast; a big beast that is tough to control. I’m currently replacing the rendering backend of GigaSun Jet with Ogre3D.  Ogre is a great 3D graphics engine, … C… Continue reading

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