I tweet.
- this: http://t.co/CGPoj6JE 2 days ago
- New Munin-plugin for HP P2000 StorageWorks: http://t.co/XJs5sF2F 2 days ago
- dear google, if you want people to use nacl - create readable sample code. 1 week ago
- via @TheOnion - Iran Worried U.S. Might Be Building 8,500th Nuclear Weapon http://t.co/jKpOyJY8 1 week ago
- I just backed Double Fine Adventure on @Kickstarter http://t.co/ysNEJWnZ 1 week ago
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Categories
Category Archives: Game development
Links house, analyzed: Part 3 – The wall
The wall can be broken down into 3 parts, + the floor-edge, since it’s not technically a part of the wall. It always sticks next to the wall. The wainscot, the wallpaper and the crown-molding. I’m not 100% sure that … Continue reading
Posted in Game development, Graphics
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Links house, analyzed: Part 2 – Perspective of things
From a perspective point-of-view, this game fails when you’re indoors. The walls are treated differently when you’re indoors, than when you’re outside. Everything on the floor is still treated as if it was outdoors. One could have treated the entire … Continue reading
Posted in Game development, Graphics
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Links house, analyzed: Part 1 – The tilemap
This is a picture of the interior of Links house, in “The Legend of Zelda: A Link to the Past”. It’s the first room in the game. It looks very good. I will attempt to analyze what they have done … Continue reading
Posted in Game development, Graphics
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Drawing tiles: Some lessons from an amateur
So, I’m quite happy with the tiles I ended up with in SUBJECT:7 – so I’ve decided to make a guide on how to draw them. It’s fairly easy to learn – one just have to apply the knowledge. I … Continue reading
Posted in Game development, Graphics
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