Getting iDef to the people

iDef is almost here. It’s a great game but I suspect it’s going to be a very niche market that really goes for it and appreciates the labour of love that it’s actually been. As far as I recall, Aaron has been working on it for at least two years. We’re talking coding from scratch, and then recoding certain parts as the engine and OS changed. Not to mention rewriting entire chunks of it much later on to incorporate the time-saving features of SpriteBuilder. Ironically, this made it an even longer project, but it’s all about the learning-curve, so it was very helpful to approach it this way.

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Working with IOS as a new platform

Once we had formed a company partnership and decided the route forward was to work with IOS then the tricky part of learning a new language came into play. Prior to this I’d been a die-hard PC user quite happily going the never-ending upgrade-route, and convinced I was doing the right thing throwing money to the wall to keep up with a constantly increasing demand for better hardware to run even the simplest of games and software.

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My first Blitz game in ages.

I recently made the decision to stop messing about with Blitz and get into Swift so Aaron and I could start working on IOS development. However, because I got a Mac-mini to enable me to do all this by having XCode, I thought I’d put up some of the questionably better stuff I’ve done with Blitz up here instead.

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