Author Archives: ThigyDaze

Unity #30DayDev – So much to learn…

With the release of Unreal Engine 4 as a free development tool and the release of Unity 5, it seemed a good time to checkout both Unity 5 and UE4 as a comparison, using the #30DayDev process. #30DayDev is a … Continue reading

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Rotate Space – #30daydev – Fail?

It’s time to be honest with myself around #30daydev. In the 30 day timescales set, Rotate Space came and went, and no matter what I thought, I couldn’t find enough to do in the timescale. One of the main thoughts … Continue reading

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#30daydev – Rotate Space? Or is it?

Change of name Rotate Space was always going to be a working title, but I couldn’t think of anything decent so it’s been like that from day one. Finally, I settled on… Space Runner. Power ups Rather than just depleting … Continue reading

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Rotate Space #30daydev – Intermission level

Adding a bit of variety In between each level now, there is a new intermission level, where you have to avoid the incoming asteroids. Fire doesn’t work, and eventually, you will be destroyed. However, as it’s a bonus round, it … Continue reading

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Rotate Space – Days just blur now…

I’ve actually gone off on a tangent now and done so much work around Rotate Space instead of keeping the blog up to date. Since the last entry I’ve done the following… Added a basic title page and start process … Continue reading

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Rotate Space – #30daydev day 3 & 4

I’ve not been able to do as much on Rotate Space as I’d like to, but the last couple of days, I’ve tackled the baddies, collisions between the baddies and bullets, the score info and added an energy bar to … Continue reading

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Rotate Space – #30daydev. Day 2

Adding the Starfield I wanted to see if it was possible to get a realistic zooming starfield effect using Phaser that didn’t cause any lag issues. It seems to be only 2 ways of doing it that spring to mind. … Continue reading

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Rotate Space – #30daydev. Day 1

When starting to plan this out in my head, it was a breeze. Rather than moving the ship around the screen, use the anchor of the sprite and rotate the ship around this. Normally a sprite is anchored somewhere within … Continue reading

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30 day game dev

Having done HTML game development for a while, I’ve built up a few decent contacts via Twitter and am amazed at the number of game dev jams that go on, from #indiesvspewdiepie through to 1 game a month #1GAM, though … Continue reading

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Latest HTML 5 game – TileDriver

I’ve not blogged for the whole of February, on account of trying to get my latest HTML 5 game finished. So, announcing… TileDriver Based on the old trusted sliding puzzle, I wanted something that would be quick to implement as … Continue reading

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