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Archive of posts filed under the Uncategorized category.

A Thought Occurs

http://steve-yegge.blogspot.com/2008/12/fable-ii-arguably-better-than-getting.html
Busywork jobs only exist in MMORPGs to limit per-player CPU usage. They’re not fun. “Innovatively” bringing them into a single-player game was just flat-out brain damaged.
This is Zynga’s whole business model.

You’re in control!

Have a nice extended vacation? Time to get our noses back to the grindstone and add some things to our game to make it more of a “game” and less of a “slideshow”. I think it’s as good a time as any to introduce a control scheme, and something we can directly interact with – [...]

An Allegro Side Note

Hey all you Allegro guys! You may or may not have a problem in your project where it seems to flicker – this is casue by it attempting to clear and redraw the screen a hojillion times per second. We can solve this using a technique known as double buffering. Remember how we were drawing [...]

Our Design Document

I think it’s time we finalize our Space Invaders design document. This will probably look a bit overblown at first, but the more detail we have, the less we have to guess when we’re putting together our code. As with the entire series of tutorials here, feel free to deviate as much as you wish [...]

So you want to write a game…

Writing games is a lot of fun. At least, it can be. It also carries a few significant hurdles, if you’re just starting for the first time. Programming can be scary, especially if you have no experience. The options are limitless, which can make it overwhelming for a newcomer to the field. Fear not, however! [...]