• Using Jsbin to prototype game features: Part Three

    Time for part three of my “prototyping games in jsbin” series. If you’re not familiar with the other two posts (part 1, part 2), you should read them otherwise this post won’t really make much sense. First in, First out Our 2d game engine is coming along nicely. We’ve got a way to create objects in the game world and all new Game Objects are drawn automatically. There is a slight problem however, controlling which...... Read More

  • Using Jsbin to prototype game features: Part Two

    This is part 2 of my “prototyping games in JsBin” blog post. If you haven’t already, you might want to read part one or checkout the example on jsbin to get caught up. In the previous post we got a quick and dirty game engine working in jsbin using canvas and javascript. We drew a small yellow box and got it moving; everything is great. In this post we’re going to improve the game engine...... Read More

  • Using Jsbin to prototype game features

    If you’re strapped for time prototyping a new game feature; the last thing you want to do is waste time fighting your game engine/process/whatever. Here’s how I built a simple game engine using HTML5 and JsBin to prototype game features quickly. This last week I had to prototype a boss behavior for Rock Kickass. It was something I’d never done before, going into it I wasn’t really sure how I was going to get it...... Read More

  • Albino, Pygments, Jekyll and "Bad File Descriptor" in Windows

    Note: this is posted here so I don’t forget how to do this later. I don’t take any credit for this fix, nor do I make any gurauntees about its quality/stability. Another Note: This fix is only relevant if you’re getting the Bad File Descriptor error when your site is generated and you’re running an older version of Jekyll (I’m running 0.11.2). I got a very strange error after enabling pygments in my jekyll-powered blog....... Read More

  • FragEngine: A 2d Game Engine for MonoGame

      It’s official: we’re making our own game engine for MonoGame. After PAX it was really clear to John and I that HTML5 was not the right tech stack for Rock Kickass. There’s very limited controller support, only the latest and greatest browsers support HTML5 games, and its hard to get anywhere near native performance with HTML5 on mobile devices. We looked at some other solutions, which I may blog about later, but ultimately decided...... Read More

  • Github should select a license for you

    More and more people are posting code on Github without including a OSS License. It’s the art museum way of sharing code. You can come in and look at my code, but NO PICTURES. I’m tired of finding cool open source projects on github that I can’t use because they don’t include a OSS license. It’s infuriating. When you put code out into the world you have two options a) attach some sort of Creative...... Read More

For more reading, check the archives.