Tag: webOS

Greetings once again, time to talk about something I almost forgot in the whirlwind of life, and it’s a game!

Prior to Jadecliff, I worked at a small marketing company called Stefan and Stephan of whom Jadecliff was a large client. When I started with S&S around April-May 2013 one of my first projects was to play with an idea for a mobile game relating to their nearest retail site, Marldon Christmas Tree Farm

I wanted to try and make a runner-type game in the tree farm, and over a couple months and iterations I think we came out with something kinda cool – although requiring more work to get to release than we had time to do.

Work was ended on this project in the final days of July, about 2 months of work in total with some other tasks in between.

Continue reading ““Where’s Woodchuck?” Game”

Haxe inline C++ goodness

Thanks, as seems increasingly usual, to Joshua Granick for writing about another awesome Haxe feature that works so well with NME, but no one seems to know about: 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 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.

Continue reading “Haxe inline C++ goodness”

Pong project

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”