Tag: webOS
Greetings once again, time to talk about a game prototype!
I briefly worked at a small marketing agency where I produced this to pitch the owner of a number of Christmas tree farms. Work started May 2013 and concluded around July.
I wanted to try and make a runner-type game in the tree farm, and over a few iterations I think we came out with something kinda fun – although requiring a lot more work to get to release.
Continue reading ““Where’s Woodchuck?” Game”Thanks, as seems increasingly usual, to Joshua Granick for writing about another awesome Haxe feature that works so well with NME: Inline C++!
This seems so obvious! It compiles to C so why can’t we throw our own stuff in there? Obviously you sacrifice the niceties of a higher level language like Haxe: Vague compiler errors and manual memory management abound, but it’s worth it sometimes.
For example: My first thought, since I’ve been implementing around it for some time, was to try and implement game saves on my HP TouchPad. I actually tried to use NME’s extension system to implement this a few weeks ago and got nowhere, so I wasn’t sure what to expect. I wanted to call into the webOS API to get a safe path using PDL_GetDataFilePath(), then write a string out to a file, and in a second function be able to read that string back.
Pong was a short project attempting to clean up my code base for Pinball, as well as rectify several nasty and hard-to-catch bugs who were only really present because Pinball was based directly on the first Haxe code I’d written which as you can guess, wasn’t totally solid. Eventually the need to rewrite a lot of my core code is what made me cease development on Pinball, although Pong did help resolve several issues. It was also built while Atari was running it’s Pong Indie Developer Challenge, so I wanted to experiment with some alternate game modes, hence the strange selection of gametypes on offer (multiball is still my favourite).
Continue reading “Pong project”