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The Curiously Recurring Gimlet Pattern



Cocos2d-x + Box2d Breakout Updated

  Posted by jwezorek, 16 August 2014 · 185 views

Cocos2d-x releases since version 3 have broken compatibility with old tutorials. This can especially be a problem when you want to do something slightly non-standard from the point-of-view of Cocos2d-x.

If you want to use physics in a Cocos2d-x game the current standard way to do this is to use the integrated physics classes, which are Chipmunk-based by...


Zzazzy 1.0.0

  Posted by jwezorek, 26 July 2014 · 799 views

My iPad game Zzazzy has made it through the review process and is now on the App Store: see here .
I will be updating the page I have for it here this week with more detailed instructions than what the app itself provides (There is a tutorial mode but it really just covers the basics), but basically it is an action puzzle game in which you lay tiles on a...


Snurtle and My Greatest Contribution to Mathematics, Such That It Was

  Posted by jwezorek, 15 February 2014 · 541 views
language design
This summer coming up will be 20 years since the summer after I graduated from college. I’m currently in that golden period in between software jobs — starting a new one in March — and, given the free time, have just done something which I have been meaning to do since that summer.
I generated the following image in a non-ad hoc manner, with re-useable so...


New Zzazzy screenshot

  Posted by jwezorek, 20 August 2013 · 480 views

Here is what the game is looking like currently (click for full size ):
http://jwezorek.com/wp-content/uploads/2013/08/zzazzy-small2.png

Source


The World’s Simplest 2D Curve Library

  Posted by jwezorek, 11 February 2013 · 1,121 views

For the game I’m working on I need to have sprites that travel along curving paths.I’m talking about the sprites traveling along somewhat arbitrary curves, meaning curves that look good, not curves that result from gravity or other physical forces. If you need those kinds of curves, e.g. the parabolic trajectories of cannonballs, you need to simulate the...


Syzygy Update

  Posted by jwezorek, 10 February 2013 · 890 views

So, looking at the early entries of this blog, I must have started working on Syzygy around the beginning of the year 2012 because by March 2012 I had the Win32 prototype done . At that time, I didn’t own a Macintosh, didn’t own an iOS device, had never heard of cocos2d-x, and, professionally-wise, was still writing image processing code for a company in...


Marble Madness Madness

  Posted by jwezorek, 19 January 2013 · 972 views

gamedev.net recently linked to this video about the making of Marble Madness , which got me thinking about the raster-to-vector via contour extraction code  I wrote in Python last year and the fact that, it being the future and all, I can probably find all of the art from Marble Madness unrolled into a single image file. So three clicks later and, oh yeah...


Sprite Packing in Python…

  Posted by jwezorek, 06 January 2013 · 1,105 views

I’ve been working on my puzzle game Syzygy  again, after a long hiatus, and am now writing to iOS/cocos2d-x rather than just working on the prototype I had implemented to Win32.The way that you get sprite data into cocos2d is by including as a resource a sprite sheet image and a .plist file which is XML that specifies which sprite is where. Plists are app...


The Cocos2d-x Device Orientation Bug…

  Posted by jwezorek, 30 December 2012 · 968 views

This took me all morning to figure out. I’m posting here so there is clear information on this subject in at least one place on the internet. The situation is this: when targeting iOS6 using Cocos2d-x v2.0.2, there is a bug in the auto-generated “Hello, World” code that shows up in a fresh project such that the compiled game will not display in landscape...


Thoughts on porting Syzygy to iOS

  Posted by jwezorek, 16 March 2012 · 1,222 views

I’ve started trying to figure out the way in which I’m going to port Syzygy to iOS. I don’t actually own a Mac — though I may get one this weekend — so this is all theoretical at this point.

What I have right now is an implementation written in C++ to the Win32 API. Part of this implementation is a very basic 2D game framework. This 2D framework...






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