Posts Tagged ‘Flash’

iPad

Monday, February 15th, 2010

Yes, it’s one more thing for me to work on while trying to release my game. Yes, it’s like a big iPod Touch. Yes, it doesn’t play Flash. Yes, I want one — at least, one.

As far as my game goes it’s actually inspiring some harder work on it. So far, making it run on the iPad incidentally caused me to clean up some crufty old code in the game (again). Plus, I want this thing out near the launch of the iPad to catch another wave of new users looking for something to try out. It’s a dream, anyway.

When people say it’s like a big iPod Touch I think they mean it as a derision sometimes. I don’t really get that. It’s like mocking a laptop for being a small desktop computer. The size is one of the chief benefits. It’s going to open up the masses to multitouch in a much more useful and natural way. It’s going to look stunning, too, with that high DPI screen as large as it is.

Modified Snowball in iPad Simulator


The whole lack of a Flash plug-in is a problem that is going to slowly become a boon for most people. Let me explain…

(more…)

Snappy Retro Game Design Tools

Friday, June 12th, 2009

I love me some 8-bit and 16-bit gaming. I’ve got a Metroid-style-platforming-shooting-adventure-exploration game knocking around in my head (yeah, I wrote some notes down, too), I’m just not sure where to target it.

(more…)

Dreams of Animation: Icescape

Friday, January 30th, 2009

Back in 2001, the web was growing rapidly as a place for rich media to be viewed thanks to the ubiquity of Macromedia’s Flash. People seemed to be making money on websites like atom.com with short animated films.

I was fresh out of RIT’s Film/Video/Animation program and gave a go at starting my own online flash animation series, hoping to win a deal through an upcoming contest.

(more…)