Rage

So being a big fan of Quake, Quake 3 Arena and Doom I was eager to get my hands on id Software latest game, Rage. Like most developers out there I’ve been impressed by John Carmack’s work and breakthroughs in gaming and computer graphics for years. When I first heard Rage was targeting 60FPS I got intrigued. Almost every game targets 30FPS and targeting twice as that leaves less time to render each frame, even more since they were promising vast wastelands, detailed characters, top notch animations and AI. ...

December 7, 2011 · 2 min · 316 words · David Amador

something new in the horizon...

So I’ve been out for quite some time, and this is just a quick update. First, I have tones of unread, thus answered emails on my inbox. I haven’t managed to go through that lately. I usually scroll to see if there’s a really urgent one, I will eventually read them all. I decided to quit my current job, my last day is October 31st. I couldn’t glimpse a very promising carrier there and I practically staggered learning-wise for the past months due to the type of work we develop so yeah, that’s it. ...

October 27, 2011 · 1 min · 165 words · David Amador

Hurry you only have 16 ms to render everything

So I’ve been working on my new game and I’m doing some tweaks here and there on the engine. Mainly with the rendering section, trying to squeeze as much as possible, thus maintaining an acceptable framerate. It’s not like I’m doing a heavily graphic game but I like to know that It can be used even on slower pcs and that I’m not using more cycles than necessary. This past week and after reading a bunch of stuff and keynotes from John Carmack about Rage (60FPS ftw) I decided to measure my own stuff. ...

August 8, 2011 · 4 min · 654 words · David Amador

Using Git for revision control

If you are coding, no matter what it is, games, software, websites, you should be using a code revision control of some sort. Are you using? Cool. Is it Git? Smart choice, so you probably don’t need to read the rest of this post. For the rest I’m giving some help on how to start from scratch. First of all I recommend some reading on Revision Control so that you understand what I’m talking about. ...

July 8, 2011 · 2 min · 363 words · David Amador

So what have I learned after eight months on the App Store

First of all I think this is my last idevblogaday post for a while. I my math doesn’t fail me this is my 10th post and it’s time for someone to take turn. Actually it’s just the 9th. I hope my words have somehow enriched your knowledge, in case you want to stick around just bookmark my feeds. I keep this fairly updated. Also since I’ve been working on a new game there’s probably news to share in the next 2-3 months. ...

June 24, 2011 · 4 min · 672 words · David Amador

Playing sound using OpenAL

For sound I use OpenAL, it’s free, cross-platform, I’ve managed to get it working on iPhone, Windows and Mac. Setting up OpenAL to play a sound is pretty straight forward, a bit like OpenGL. First you need to create a context. ALCcontext *context; ALCdevice *device; device = alcOpenDevice(NULL, ALC_DEFAULT_DEVICE_SPECIFIER); if (device == NULL) { // Handle Exception } //Create a context context=alcCreateContext(device,NULL); //Set active context alcMakeContextCurrent(context); // Clear Error Code alGetError(); Now for the second part, loading a wav file. You have to open a file, fill buffers with data and then attach it to a source. ...

June 10, 2011 · 2 min · 269 words · David Amador

Indie Summer Six Pack

So this is what we at Different Pixel, together with 5 other developers have been working on, the “Indie Summer Six Pack” Six indie titles for just $10 – or a stonking $5, if you first share the offer via Facebook. How can you say no to that? The games included are Aztaka, City Rain, Puzzlegeddon, Bob Came In Pieces, Vizati and Lylian.

June 3, 2011 · 1 min · 63 words · David Amador

Time for some new tools and editor

Holy cow, this is my 100th post. “Insert epic sentence” Depending on how much time you follow my blog or Different Pixel activity you may know that we have an internal Editor called Sapphire Past It was developed over a year ago with the intent of being a “All in one” 2D game editor for our games, built on XNA. It started out pretty well and I’m very happy with the outcome. It served it’s purpose. The problem now is, most of the stuff we need, apart from the generic sprites positioning, rotation etc, are very specific stuff to the game/project in hands. ...

May 27, 2011 · 2 min · 321 words · David Amador

Indie and day job, making it work

A large percentage of the indie developers have to work on their project at night and/or weekends. In order to pay the bills they have to maintain a day job. There’s no shame in that, many do it, I do it, not everyone can make a mega jump right into fame and fortune with a single project. The rest of us mere mortals have to gradually build a fan base, learn from past mistakes, do better PR, etc. Looking at successes like World of Goo, Braid, Trainyard, it all sounds so easy, everyone quickly makes such huge hype that it seems like they only have to finish the game and they are instantly rich. ...

May 13, 2011 · 4 min · 781 words · David Amador

Why cheap games are hurting gaming

This has been discussed on thousands of forums and people way smarter than me have given reasons why selling games at $0.99 on the App Store is the future and others why it will hurt gaming and developers. I’m giving my opinion as both a developer and a consumer. As a consumer As a consumer I feel like having thousands of games at that price and/or free makes me not appreciate any of them, there’s way too many and I usually get bothered easily. Now, note that this is a personal problem of mine since most people can still play hours and hours of those games even though they have dozens of them, but I’m pretty sure more feel the same. ...

May 7, 2011 · 3 min · 549 words · David Amador