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Member Since 16 Mar 2005
Offline Last Active May 19 2013 03:05 PM

Topics I've Started

Game development in Singapore

06 May 2013 - 04:16 AM

Hi folks,


Sorry if this is in the wrong place, but none of the other forums seemed suitable for my question.


I'm emigrating from Ireland to Singapore soon, I'm predominantly a hobbyist game developer, I attend plenty of indie game events (jams, meetups etc) and I'd like to do the same when I move not only to continue my hobby but to make new friends/contacts and so forth.


I haven't really been able to find much online through Google searches about forums for game developers in Singapore. The majority of my searches return DigiPen SG, Unity or iOS programming courses in various universities and some game company websites. I'm going to send them emails today to ask them the same questions.


But I'd really appreciate if anyone could point me in the right direction for a forum / google group etc that perhaps I haven't searched for properly. 


Thanks smile.png

Nyom - HTML5 game

18 January 2011 - 05:46 AM

Hi folks,

I've been trying to get to grips with HTML5 and I wrote a snake clone. Here's the link to my blog post and the game itself Nyom .

I'd be really grateful if you could take a look at it and any feedback etc is greatly appreciatedPosted Image


Basic physics for a punch in 2D

13 August 2010 - 03:18 AM


My grasp of physics is not great, and I'm trying to implement some
very basic physics in a 2D boxing game I'm making. I'm not looking
to simulate perfect physics, and in fact I'm hoping to have a bit
of a comical effect - like a "movie" punch where a bad guy gets knocked
back a few feet by the hero's punch.

If I have 2 boxers of equal mass, and a punch is thrown from rest
(initial velocity = 0) and the punch connects with the other boxer
would I be right to calculate the "recoil" (the hit boxer moving
backwards after absorbing the punch, conservation of momentum?)
using this formula:

s = 1/2(V).t

(s = displacement, v = final velocity, t = time)

I haven't had a chance to implement this in code yet, I'm simply
trying to work it out in my head right now.



"Facing" vector

11 August 2010 - 02:08 AM


I'm working on a simple 2D top down boxing game, I'm in the prototype
phase and getting familiar with XNA as I go.

The boxers are very simple, a large square for the body and smaller
squares for their gloves. They are pretty much mirror images of each
other when you see them in the ring.

I'm currently using hardcoded values and boxer specific logic when
rendering them, i.e. boxer1's drawing logic is different from boxer2's as boxer1 is at the top of the screen facing down etc.

While this works, it seems like a poor way of going about it. I'd
appreciate any tips / advice.

I thought about giving each boxer a "direction facing" vector in the
hopes of writing a more generic drawing (as well as moving/updating) method.


becoming a Tools Programmer?

19 February 2010 - 07:38 PM

Hi, I've a .NET business progammer background with a hobbyist interest in making my own games - mostly mobile games - but I'm curious to know what a Tools Programmer does and what sort of things I should be working on to aim for a job like that? A lot of the job specs have "plugin development for Maya or 3DS", is there any more to it than that? Thanks, Cossie