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Archive for the ‘Development’ Category

 
 

Revised Office Hours, Volume II

Saturday, November 28th, 2009

It should be immediately and painfully obvious to anybody checking up on this blog that I have not adhered to my aforementioned weekend posting schedule, this being the case for a bit over a month now. I don’t really have any excuses, aside from those I’ve already summarized in Volume I of this “series”: it’s [...]

 

Order of the Draw

Saturday, October 3rd, 2009

I’ve decided to follow up yesterday’s rather unorganized post with one that has a bit more planning put into its presentation. Today, we’ll be taking a look at a very specific part of a spriting engine: draw orders. The draw order of your sprites is a crucial element in any spriting system, and optimizing draw [...]

 

Sprightly Sprites: Bringing game worlds to life

Friday, October 2nd, 2009

Today we’ll be shifting gears a bit, and exploring some of the more technical aspects of creating and animating a two-dimensional world. At the heart of two-dimensional animation is the concept of a sprite, a graphic image which can move and change within a larger image. Assuming that your “larger image” might be something along [...]

 

Take your hands off the keyboard and step away from the computer

Thursday, October 1st, 2009

No, this is not me continuing to wax philosophical on the merits of spending time out in the real world with real people doing real things. That was yesterday’s post, and I feel I’ve more than exhausted the topic for the time being. Rather, today’s discussion is a delightful inversion of my typical advocacy for [...]

 

Sharpen the saw

Wednesday, September 30th, 2009

Maybe it’s due to the insistence of one of my old college professors on starting off every one of his courses (I was forced to endure three of them) with a run-through of Stephen Covey’s The Seven Habits of Highly Effective People, or maybe it’s that I can’t really support any book that merely describes [...]