Archives for May 2011
Design Flaw the Brickfilm
Posted on May 26, 2011 in General
I haven't posted for the last couple weeks, as I've been working on converting my website to Jekyll, and also on Launcher, both of which are taking a long time. Anyway, today my good friend Patrick Crawford released his independent film (or, brickfilm, as it's made in LEGO) entitled, "Design Flaw". This is from its description on YouTube: My independent film, slightly under two years in the making, is based upon the themes experimented on...
ASCII Code Manipulation
Posted on May 12, 2011 in Tutorials
While inspecting the ASCII table a little while ago, I noticed some interesting patterns in it, which can be used for string manipulation. It's important to understand the ASCII table, because it's the base of most encodings. Note I'll be using C-like syntax in my examples, but I won't be taking advantage of C's characters, which convert stuff like 'a' into 97 (a's ASCII code). An Introduction For those who don't know what much about...
Strong 1.0.2
Posted on May 10, 2011 in Projects
This morning I released strong 1.0.2, which adds three new methods to the mix: camelize, center, and underscore. center is the complement to ljust and rjust, and the others are from Rails' extensions to Ruby's String class. Take note, they aren't yet documented in the function reference. Anyway, go and grab 1.0.2 at its repo. Enjoy!
Cameras in Love2D Part 3: Movement Bounds
Posted on May 09, 2011 in Tutorials
Because there was some interest in a part 3, of this series, I've written it, and in this part we'll cover creating bounds that the camera can't move beyond. Make sure you've read part 1 and part 2 before continuing. In case you're wondering what I mean by this, I mean restricting the movement of the camera to a "box", as in, having minimum and maximum x/y coordinates for the camera. This comes in handy...
Draw Origins in Love2D
Posted on May 06, 2011 in Tutorials
In this post I'm going to be showing you origins when drawing stuff in Love2D. First of all, what are origins? They specify the offset for the origin of the object's x/y coordinates. In other words, if you specify the x origin to be 20, the object will be drawn 20 pixels to the left, as in x - 20. It's the same for the y origin: if we have a y origin of 20,...
Strong 1.0.1
Posted on May 04, 2011 in Projects
Just posting a blog to let everyone know about the latest release for strong, which is 1.0.1. There's no API changes, just a few things that are better under-the-hood. For more details see the change log. Enjoy!
Ludum Dare 20: My Experience
Posted on May 02, 2011 in General
From April 29 to May 2 Ludum Dare 20 has been going on. For those who don't know, the main competition involves making a game based on a certain theme in a 48 period; tough call. Hundreds of developers have a shot at this every four months, and I thought I'd give it a try. In this post, I'm going to write about my experience in it, and the lessons I learnt. I'll let you...