First Macbook Pro

I’ve been developing apps on Mac for almost 2 years now. But usually it’s pretty much just a develop on Windows, boot my 2009 Mini Mac, build on XCode and deploy. I always wanted to give it a try at using MacOSX as the main development environment, but the mini mac is too slow and well, Visual Studio. Also I don’t like that new Windows 8 that much. I hope Win9 gets back on track, in the line of Win 7. I never owned a Mac other than the Mac Mini but since recently Apple released some new Macbook pro models, which have Haswell processors and I decided to get one. ...

December 11, 2013 · 2 min · 267 words · David Amador

A new game project and new job

Hey everyone! So a lot of things have happened since my last post. New project I’ve been talking about this via twitter for the past few weeks but this is the first official post talking about it. In last 7 Days Rogue-like I had this desire to make another one, a faster, less feature oriented RL, just explore and kill. I didn’t made much of the prototype at that time, but in the past month I returned to it, worked a bit more intensively and decided to launch it to iOS. The game is nearly finished and I’m just tweaking difficulty and other bugs. ...

October 4, 2013 · 2 min · 370 words · David Amador

Let's take a look at SDL Game Development book

I use SDL 1.2 on my engine, but just for the window creation and input handling. That prevents me for writing boring window handling code for each platform, it just works. These days SDL can be use on almost every platform, Windows, Mac, Linux, iOS, Android. They recently launched the a new version, SDL 2.0 and I was lucky to receive a copy of SDL Game Development written by Shaun Mitchell that covers that new version. ...

July 17, 2013 · 3 min · 493 words · David Amador

OpenGL Camera 2d with zoom and rotation

I’ve been working on OpenGL for some time now and one of the things that some people have asked me is how to do that 2d camera with zoom and rotation in a similar way to a post regarding a XNA 2D Camera I wrote some time ago. Some of them where just subtracting the camera position to all objects drawn, but that’s just ‘ugly’ in my opinion. And the advantage of using a more complicated (at first glance) system as a matrix is that you can easily apply more complicated operations like scaling and rotation. ...

July 11, 2013 · 3 min · 587 words · David Amador

Puwang is running on PC, releasing it for free

Hey guys, Decided to spend the afternoon making Puwang run on Windows, really don’t know why but I did it. Took me around 3 hours, mostly because I had to add Mouse and Keyboard controls. I also added support for an Xbox360 controller to control the game, it’s very cool. You can’t use the gamepad to control menus though, sorry. I decided to release it for Windows for free, because the game isn’t exactly designed for PC’s, has a smaller resolution, runs on window mode only and doesn’t have Leaderboards. ...

April 24, 2013 · 1 min · 164 words · David Amador

OpenGL 2D Independent Resolution Rendering

Around two years ago I made a tutorial for XNA in which you could render 2D games scaled to the current window resolution with proper letter-boxes or pillar-boxes. As many know since then I moved to C++ and OpenGL, and ocasionally people ask me “Can you still do that independent resolution thing?”, and yes it’s perfectly possible. I’ve used this on all latest Windows, Mac and iOS, in case you are wondering. ...

April 22, 2013 · 3 min · 539 words · David Amador

Updates, development and new feed url

Almost 4 months without a post, this is the first time it happened. It was nothing in particular that held me back, I just kept postponing and, to be honest, I only write posts when I have something I really want to write about. Before going into the rest of the post, I would like to ask people to update my feed url on your RSS readers. I always used Feedburner to redirect feeds, and with Google Reader going down I decided to start switching, so in your new FeedsReader use this address: (</feed/>). I didn’t deactivated the old one, so they will work both for now (if I didn’t broke anything). Also, give Feedly a try in case you haven’t found a replacement for Reader. ...

April 20, 2013 · 6 min · 1158 words · David Amador

hasta la vista, 2012

So the world did no end, how about that? This is it, the last post I’ll make this year. It’s been a wild year, much much (probably too many) work this year. Some recap: -We finally released DL into the wild in beta form which was a great feeling, especially since it looks like I’m working on this for ages now. General feedback has been great and that’s always a motivator. ...

December 22, 2012 · 2 min · 223 words · David Amador

Dary's Legend alpha released

Yay, so a milestone was reached with this project. If you follow my blog you probably already know that between small projects like Puwang and other mandatory freelancing stuff my big project in hands for these past few months is Dary’s Legend, a roguelike. Around two months ago I coincidentally bumped into a conversation about funding and the whole kickstarter thing where one of Desura staff members was participating, and while talking about my own problems funding a whole game out of my pocket he mentioned that he knew the game and that Desura’s Alpha Funding might be a good place for it. ...

December 5, 2012 · 3 min · 479 words · David Amador

Ati Radeon HD 4000 drivers for Windows 8, fix for slow OpenGL games, yes, including Minecraft

I’m making this post solely for the purpose of people who can’t find a solution for this. If you have a Ati Radeon HD 4000 or lower like me you’ll notice that there are no drivers for Windows 8 listed when you go to the AMD website. AMD only supports Windows 8 from the 5000+. And the stock ones from Windows 8 are useless, mostly on the OpenGL side, some games won’t even load, or run really slowly, like your beloved Minecraft which uses OpenGL. The stock drivers won’t even allow 2048×2048 textures 😐 ...

October 31, 2012 · 1 min · 173 words · David Amador