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Posts Tagged ‘apple’

 
 

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 [...]

 

The King of Bad Ideas

Thursday, August 27th, 2009

Developing a serious game for a platform known more for flatulence noise-makers and questionably utile utility apps than for its hardcore games can hardly be said to be a great decision for an MMO developer. In fact, many would likely cross that fine line in the English language between euphemism and derision, choosing to brand [...]

 

WhiPhone?

Monday, July 20th, 2009

I mentioned way back when I started writing updates for this blog that I planned on developing Atma primarily for the iPhone. My choice of this device, rather than a more traditional platform, is the topic for today’s post; we’ll look at the various reasons I chose to develop on the iPhone, as well as [...]

 

Let us share these dusty roads

Wednesday, July 8th, 2009

I suppose it’s as good a way as any to introduce this game development blog with a bit of background about the idea for Atma, and a bit of explanation as to the thought processes that seeded this project for me. You’ll pardon me if it seems we’re starting off a bit en media res, [...]