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etodd makes games

4: Adsense

Thirteen Years of Bad Game Code

Alone on a Friday night, in need of some inspiration, you decide to relive some of your past programming conquests.The old archive hard drive slowly spins up, and the source code of the glory days scrolls by...Oh no. This is not at all what you expected. Were things really this bad? Why did no one tell you? Why were you like this? Is it even possible to h...

Enlisting IBM Watson as a voice actor

Allow me to regale you with an exciting tale: the birth of a janky dialogue and voice system. I have a JSON file with all the localized strings in my game, like this:{ "danger": "Danger", "level": "Level %d", ...}
A preprocessor takes this and generates a header file with integer constants for each string, like this:namespace strings{ const int dang...

The Poor Man's Threading Architecture

The game industry hit Peak Advice Blog a while ago. Every day I [s]read skim ten articles telling me how to live. Fear not! I would never give you useful advice. This series is about me writing bad code and you laughing at my pain. First Contact
Say you have some voxels which occasionally get modified. You regenerate their geometry like so:vox...

Ludum Dare 34 Postmortem

Friday 21:15
Fifteen minutes after the theme announcement, my friend Ben Homan walks through my front door. Not really my front door, I'm just a subletter. But this is a first. Normally he ignores our instructions to walk in without knocking. The first time, he texted me from the driveway. 21:30
Jesse Kooner walks in, also unannounced, bearing fro...

One Weird Trick to Write Better Code

Developers hate him!

We'll cover some standard tips and tricks here, but we're not really interested in those. We're looking for the One Weird Trick to rule them all. Hopefully each trick we encounter brings us closer to coding Mecca.

In the beginning
The first video game I ever wrote was called Ninja Wars.
http://etodd.io/assets/ninjawars.png
Yes, t...

The Poor Man's Postmortem - Lemma

The big secret of our industry is, we don't actually enjoy making games. We slave away in obscurity for years in anticipation of one glorious day.

Not release day, no. The day we can finally write a postmortem full of pretentious anecdotes, bad jokes, and unsolicited advice.

Well I just finished a game, and doggone it, I am going to exercise my inaliena...

It's done!

It took nearly 5 years, $30,000, and most of my sanity, but the game is finally done! Check it out: lemmagame.com

Look for a more in-depth postmortem... soon. It's 6:30am and I haven't slept yet.

PR-o-matic

Lemma is finally coming to Steam on May 12. Check out the new trailer:



For the first time ever, I shelled out for Adobe Premiere rather than hacking something together in Movie Maker and OpenShot. I didn't use any of the fancy features, but it was worth it just to avoid dealing with crashes all the time. Altho...

The Poor Man's Character Controller

Let's say that, like so many of us, you want to make a surreal voxel-based first-person parkour game. You're trying to figure out a production schedule. What will take the longest? Graphics? Sound? Level design? I bet it will be the character controller. And I bet it will take 4½ years. Why?
In running/jumping games, player movement is paramount. It takes...

Screenshot Saturday 213

It's the end of February and this game is supposed to be content-complete. In a sense, it actually is. All the levels are done. Twenty in all. I thought this month would never end!

http://et1337.com/assets/fxPzauyl.jpg

Just so you know, there are sixty of those lights and I had to hook up each one individually. It fell just barely beneath the "worth i...