The following post contains foul language and humour not suitable for youngsters or those easily offended. If you are easily offended, my advice to you is simple…
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Category: Development
Wherever I May Roam
Continue reading “Wherever I May Roam”Anywhere I may roam
Where I lay my head is homeCarved upon my stone
My body lie, but still I roam…
Bet
At the beginning of 2011, I hacked C64DTV that was gathering dust in my closet for years. After I flashed much better games from the fixed DTV games repository, I proudly presented the hack to my co-workers. We fell into the discussion about how the games were made in the old days and how their creators were the real programmers, using dirty tricks in assembly to overcome the restrictions of the early gaming hardware. Soon I made a bet with a junior co-worker to create a game in assembly.
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Procedural Terrain Generation
I wanted to implement basic procedural terrain generation ever since I took the AI classes at the university, where we used Prolog and console output for the implementation of AI algorithms. Needless to say, everything looked very unimpressive and lame. Several years later, I revisited the basic AI algorithms in Flash and applied them to the concept of the classic 2d platform game. I’ve used three algorithms to generate a terrain for a side-scrolling game:
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