Author Archives: admin

Programming Praxis with Code Katas

As THE OCTOBER GAME nears completion, it’s all debugging and cleanup. It can be both tedious and frustrating working on the same codebase for so long. I’ve mentioned before the little side-projects I work on. But there’s another kind of … Continue reading

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The Level Editor Sprint, Pt.4

My third attempt at a level editor for THE OCTOBER GAME succeeded, but not how I expected. As I mentioned last time, the game was feature complete including scaffolding like the Top Scores and Help screens. I’d found creating levels by hand to … Continue reading

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The Level Editor Sprint, Pt.3

My second attempt at a level editor for THE OCTOBER GAME was a useful failure. A few months after my last effort, I wanted to try a new method of app development. Previously, I tended to write code in a … Continue reading

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The Level Editor Sprint, Pt.2

My first attempt at a level editor for THE OCTOBER GAME was an instructive failure. Writing code is fun and this leads me to jump into projects, then drown in rising complexity. To counteract this, I try the simplest thing … Continue reading

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Emperor Penguin

Faber-Castell PITT artist pen size-S. Tinted in Photoshop CS4.

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The Level Editor Sprint, part 1

Early on, I decided the THE OCTOBER GAME would have designed levels rather than random ones. That decision led to significant complexity, here’s how: The core of the game is simple, the player jumps up to hit enemies flying across … Continue reading

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The New Year Cleanup Sprint, a post-mortem

What came before At the end of last month, I transplanted THE OCTOBER GAME to a fresh app template. For the next week, I fixed lots of niggling little bugs, did more code cleanup, then another round of tweaking artwork. … Continue reading

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Jeepers Veepers

An #iSketchADay entry revisited. Gel pen on index card. Colorized in Photoshop CS4 Extended.

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Toothy little critter

Where this came from, I do not know. Better inside your head than mine. ViaCAD Pro 7 glass render preset with tinting in Photoshop.

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The Game Core Transplant, a sprint post-mortem

After regenerating all the art assets, it was time to move THE OCTOBER GAME core to a fresh app template. The game architecture had changed over the months, leaving the project with lots of cruft. Classes had unused methods, or … Continue reading

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