nobunagaota

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About nobunagaota

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  1. Hi, I'd like to announce the release of my first iOS game, "Michelangelo: The Game". It's a puzzle game made with HTML5, CSS3 and JavaScript that I deployed to iOS using PhoneGap. Developing the game was an interesting experience for me using new technologies (normally I'm a dyed-in-the-wool C++ or C# guy). Because I used PhoneGap, it should theoretically be easy for me to deploy the game for Android, which I plan on doing in the near future. You can learn more about the game at this page: [url="http://gamedevwithoutacause.com/?page_id=296"]http://gamedevwithou...om/?page_id=296[/url] I also have a log of all the tweets I made while developing "Michelangelo: The Game" here: [url="http://gamedevwithoutacause.com/?p=113"]http://gamedevwithoutacause.com/?p=113[/url] And, last but not least, you can buy the game on iTunes from this link: [url="http://itunes.apple.com/us/app/michelangelo-the-game/id500556693"]http://itunes.apple....ame/id500556693[/url] -Rob
  2. Sprite-based rogue-like in XNA, eh? Seems like we have similar interests, my friend. I was recently playing with CA-based cave generation as well. My approach was to connect isolated sections to my largest "cavern" with A*. In order to do so, I had to know where all my "caverns" were, so a variation of that may help you. My approach was to use a flood-fill to fill contiguous floor areas with a number that I could then use to identify the various rooms within my cave. I'm not sure how the performance will work for you since I used much smaller caves (60x30 or so). I detail what I did on my blog here: [url="http://gamedevwithoutacause.com/?p=460"]http://gamedevwithoutacause.com/?p=460[/url]
  3. I've posted up some more articles dealing with sales and performance optimization for my game Legend of the Rune Lords, available on Xbox Live Indie Games. Legend of the Rune Lords, July Sales Figures Quick and Dirty Torque X 2D Optimization Tips: Content Clean-up Quick and Dirty Torque X 2D Optimization Tips: T2DTileLayer Quick and Dirty Torque X 2D Optimization Tips: T2DAnimatedSprite I especially hope the optimization articles prove helpful to people making their own games using Torque X.
  4. All told, it took about 5 months to finish the game. Roughly 2 months for developing the basics of the game. 1 month for removing Old Spice references and fixing Xbox 360 platform support. 2 months for playtest and peer review.
  5. I recently released my first indie game, Legend of the Rune Lords, on Xbox Live Indie Games. Since then, I've written a series of articles concerning the development of Legend of the Rune Lords that I hope will be helpful to the game-dev community. You can check the articles out here: Legend of the Rune Lords, Powered by Torque X: Was it worth it? Legend of the Rune Lords, Initial Sales Postmortem for Legend of the Rune Lords Of course, you can download and check out the game itself by going here and see the trailer here. Finally, as a bonus, I posted the soundtrack for the game up on YouTube for all to enjoy.