ArmGun
Upgrade your ArmGun with funds. Eliminate intruders to acquire funds. Made in ~48 hours for 2018's McGameJam.
Fast Paced Multiplayer Implementation: Smooth Server Reconciliation
This demo concludes the server reconciliation technique by adding error smoothing.
Radio Buddy (Global Game Jam 2018)
A tiny networked multiplayer game.
Arcane Android Incantations (legacy OpenFL/Lime Android builds with Android API 26)
It took me many frustrating hours to update from Android API 16 to 26, and I hope this write-up will save others from the same pain.
Fast-Paced Multiplayer Implementation: Netlib + Client-side prediction and server reconciliation
I'll discuss my minimalist reliable UDP library implementation and how it improves the demo's client-side prediction and server reconciliation.
Fast-Paced Multiplayer Implementation: Message Delivery Types
Minimalist reliable UDP library planning for the demo's simulated network, and discussusion of various message delivery types used for UDP.
Fast-Paced Multiplayer Implementation: Modeling Network Conditions
The demo simulates the following network properties for each player. It's possible to set these separately for incoming and outgoing messages.
Fast-Paced Multiplayer Implementation Series
Announcing a new series on fast-paced multiplayer! It focuses on implementation details with reliable UDP libraries.
The state of gamedev in Haxe
Preamble: I posted this on reddit half a year ago, so it’s slightly outdated, but I want to keep a copy of it in case...
Haxe tips: including/calling JS from your Haxe code
Whelp, just realized it’s been a year since I’ve posted stuff here. I’m not committing myself to a regular posting schedule or anything, but over...
Enabling FlashDevelop Debugger for OpenFL (Flash target)
Before I switched to Haxe, I was using FlashDevelop to write some AS3 code. From time to time a wild bug would appear and BOOM!...
2D Platformer Pathfinding (gravity sucks) - Part 2 - Model
I can hardly remember the artificial intelligence Udacity courses I listened to years ago, but I still remember that it’s very important to determine how...
2D Platformer Pathfinding (gravity sucks) - Part 1 - Intro
I’ve never wondered about 2D platformer pathfinding before. I mean, come on, how hard can it be? Just some 2D physics, that’s all…
My answer to "How can I learn how to make games?"
Many people over the past few months have asked me “how exactly do you learn how make games?” For every time the question was asked I...
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