Boxing – Back to the grind

And I’m back to working on “Boxing”.

Sometimes its good to have several unfinished projects so you don’t get cabin fever.

The good news is that I managed to get a new IDE and so I’m using Visual Studio for this instead of the dreadful Monodevelop.

The plan for today is to redo the AI and potentially add controls for mobile. 

Trying Other Frameworks

So I wanted to run away from Unity and since I also discovered that Processing is not the ideal framework for me, I decided to do a little investigation and find out what other frameworks would suit me.

So I have decided to invest some time in two:

  1. SFML – This is so that I get to grips with C++, which at the moment is far from what I thought it was. SFML is potentially a very good framework, but the reason I have a hard time with it is because of my own shortcomings in C++. That being said, the more the reason for me to persist at it and try to get something done soon with it. It ticks all the boxes I feel are necessary for a good game framework (Wide adoption, maturity, multi platform exports, not unity!)
  2. LibGDX -Now this one is the one I have invested a little more time into. In the same way as SFML, it has wide adoption, some maturity, it can export to different platforms and it’s not unity. Additionally, its in Java and it’s not LWJGL although it seems to be based on it a lot.

So what better way to test a framework for size, other than to do a game on it and see how it goes.

So the decision was to make a remake of a Atari Classic once again and go with a Skiing which is a type of game I have never done before.

So far I can honestly say that its been a bit complicated since the documentation is a bit scattered all over the place. The main website doesn’t have much and it mostly points to a wiki on github. Some of its tools and libraries (box2d etc) are also documented elsewhere because they have been set as independent libraries. Then the next best thing to learn from is this site which helped me substantially.

And that’s all for now. I’ll keep these posts updated when the game is out.

Slinger – A jump into infinity



So the last weekend I have produced a small demo game in my first participation in Ludum Dare. For those who don’t know, Ludum Dare is quarterly game jam in which the aim is to do a complete game in 48 hours. You can also apply to do one in 72 hours with different rules though.

At the beginning of each jam, a theme is selected and revealed to all participants. This year the theme was “Running out of Power”.

So my first instinct was to produce some political game about some gov body who is losing power.

Notes for LD39

However, the thing to keep in mind is, theres only 48 hours and you have to produce the mechanics, music, menus and polish.

Fortunately for me just a few hours before I saw this video from Quill18 which helped me substantially. The rules of the game really imply that you keep calm and scope short. So I followed these simple rules and delivered the game 8 hours before the end of the contest.

  1. There are no perfect ideas so stop trying too hard.
  2. You must want to play that game to keep motivated.
  3. Don’t reinvent the wheel. Copy and transform.
  4. Keep the scope very small. You can always add later.
  5. The mechanics should take between 2 to 4 hours to make.
  6. As a rule of thumb, polishing takes the same number of months as mechanics did in days, so take it easy.
  7. Finish. Your. Game.


So I had an idea. It was not perfect and it was not unique, but I still wanted to do it. I opened up eclipse and started coding it.

I faced quite a lot of problems and bugs and things didn’t go the way I wanted them to, but hey, I expected that.

After a day and a half I wondered if I could call it a demo game and published it.

And that was it. Have a look and enjoy.