Screenshots Made Easy with Window Resizing Tool wmctrl

I needed to create screenshots for the iOS port of Toytles: Leaf Raking, my leaf-raking business simulation. My game doesn’t have a built-in screenshot shortcut key, and I needed screenshots that were 2688×1242, 2208×1242, and 2732×2048.

Immediately I knew I didn’t want to resize windows by hand, as it would be annoying and error-prone. . . . → Read More: Screenshots Made Easy with Window Resizing Tool wmctrl

Gearing Up for Release: Platform-specific Issues, Part 2

Last time, I talked about Linux-specific issues to fix before my game’s release.

This time, I’ll address the issues I’m seeing on Android and Windows platforms.

Android: manual code signing

Quite frankly, between running the game on my phone and on my tablet, I haven’t seen any issues since I first tried to get my . . . → Read More: Gearing Up for Release: Platform-specific Issues, Part 2

Gearing Up for Release: Platform-specific Issues

I started a three-month project at the beginning of the year, and I’m now in the eighth month. I reported on the reasons why it was taking so long last month.

But I’m feeling pretty good about it, and while I still have some balance issues to work out, and it’s a bit ugly, I’m . . . → Read More: Gearing Up for Release: Platform-specific Issues

A Better Way to Write Platform-specific C++ Code

Gaming on Linux reported that Linux porter Ethan Lee’s SteamOS & Linux talk at MAGFest has slides and audio available.

Ethan Lee has ported a number of games to GNU/Linux, and his talk gives some insight into what people can do to make the porting process easier.

Some of it is obvious, such as not . . . → Read More: A Better Way to Write Platform-specific C++ Code

LD33: Free Me, You Idiots! Ported to Android! #LDJam

Shortly after I ported my Ludum Dare game to Windows, I ported it to Android! You can download and install the .apk now and play on your phone or tablet. I’ve updated my LD#33 compo entry.

Here’s a handy link to explain how to install an app outside of the Google Play store.

. . . → Read More: LD33: Free Me, You Idiots! Ported to Android! #LDJam

LD33: Free Me, You Idiots! Ported to Windows #LDJam

I’ve updated my Ludum Dare #33 compo entry with the Windows version of Free Me, You Idiots!. Now most of the world can play it!

Next up: fixing my Linux-based entry so that it uses a non-custom install of SDL2.

LD33: Free Me, You Idiots! Development Time Lapse #LDJam

Want to see the last 48 hours compressed down to a little over 3 minutes?

I uploaded the time lapse video of my development of Free Me, You Idiots!:

You can find the final submission at http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=251. Thanks for playing!

LD33: SUBMITTED! #LDJam

I did it!

With 15 minutes to spare, I submitted my entry for LD#33, Free Me, You Idiots!

It has no sound, and there is a lack of challenge which makes it hard to call it a real game, and the UI feedback is lacking to let the player know what is going on, . . . → Read More: LD33: SUBMITTED! #LDJam

LD33: We’re Getting Tired, but We’re Gonna Make It! #LDJam

I wasted precious time last night trying to create an animated GIF of the game so far, but it was either terrible quality or took up hundreds of MBs, and so I gave up and went to bed.

This morning I had peanut butter, raisin, and banana sprinkled with cinnamon on toast for breakfast . . . → Read More: LD33: We’re Getting Tired, but We’re Gonna Make It! #LDJam

LD33: Ok, This Might Work Out After All #LDJam

Last time, I said I probably couldn’t do a goal-based AI and so I was settling for a simpler state-based AI.

Well, I did a quick look at my last LD project, and I realized I had implemented a really simple goal-based AI. It’s kind of clever, and I implemented my own version of . . . → Read More: LD33: Ok, This Might Work Out After All #LDJam