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This is where I write about life, programming, and other interests.

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10 Essential Tools for Making an Indie Game

When I started working on my first game Platform Pixels about a year ago, I had no idea how much work it would be. Since starting the project I have learnt how to make a game, create music, design graphics, edit video, and a bunch of other useful stuff! As I prepare for the initial launch, I though it would be cool to put together a list of the tools I found most useful throughout the development process.

Platform Pixels – Beta 6

Android Beta: Visit Beta Link iOS Beta: DM your email to @PlatformPixels It’s been a couple weeks since the last beta, but that’s fine because this is a big one! Along with an entire engine rewrite, this beta includes a bunch of visual improvements and refinements. Changelog Here’s what’s new: new lighting effects better visuals moving obstacles tweaked levels coins now remain collected total coins now shown in the UI now have gold and silver coins (10 silver == 1 gold) rewrote controller logic rewrote/refactored entire game engine New Lighting Effects The most noticeable thing in this beta is the new visual effects that I mentioned above.

Platform Pixels – Beta 5

Start playing Beta 5 Now! Web Beta: Visit demo.platformpixels.com Android Beta: Visit the Google+ Community iOS Beta: DM your email to @PlatformPixels This week’s beta may be the most significant yet. Up until a week ago, I didn’t have a clear view of what the finished game should be. This made for a long, unproductive, and difficult development cycle. Believe it or not, I actually want to finish this game soon.

Platform Pixels – Beta 4

Start playing Beta 4 Now! Web Beta: Visit demo.platformpixels.com Android Beta: Visit the Google+ Community iOS Beta: DM your email to @PlatformPixels I didn’t have enough time to push out a beta last week, so I’ve put some extra effort in this week to make up for it. Check out the gif below for a teaser of Beta 4 gameplay! Alright, let’s dig in a bit more into what has actually changed.

Pros and Cons of Procedural Level Generation

Over the past few months I’ve been working on a 2D platformer game called Platform Pixels as a side project. A large part of making a game like this is designing and creating levels. I started off doing this by hand, but quickly realized that it was taking more time than I wanted. To speed up the development cycle, I wrote a Procedural Level Generator to make levels for me.

Platform Pixels – Beta 3

Beta Access: join the Android Beta and follow @PlatformPixels for updates This week I spent a large portion of my time getting Platform Pixels running on an iPhone. A also got tied up running a 99designs contest to get a logo, which required a lot more involvement than I expected. Here’s the logo I ended up choosing: As a result of my business, this beta is fairly lightweight, but there are still a few notable changes.

Platform Pixels – Beta 2

Beta Access: join the Android Beta and follow @PlatformPixels for updates Platform Pixels is a mobile-first 2D platformer meant to be simple, easy to learn, yet extremely difficult. If this is your first time hearing about it, check out the brand new Website (WEEOOO!) to find out more. Enough introduction, let’s get into what’s new in Beta 2! Release Details Beta 2 removes all hand-made levels. Good riddance! Those things too me hours to make!

Platform Pixels – Beta 1

Beta Access: join the Android Beta and follow @PlatformPixels for updates Platform Pixels is a mobile-first 2D platformer meant to be simple, easy to learn, yet extremely difficult. If this is your first time hearing about it, check out the Update 1 post to find out more information. The Beta Program This is the first post I’ve written about the Platform Pixels beta program. The goal of the program is to publish a post (like this one) alongside every new beta release.

Platform Pixels – Update 1

Summary: join the Android Beta and follow @PlatformPixels for updates In late 2013, I launched a web-based game named Platform Pixels as a side project and learning experience. Platform Pixels was a 2D platformer meant to be simple, easy to learn, yet extremely difficult. It was heavily influenced by iconic games like Super Mario Brothers 3, Super Mario World, and Super Meat Boy, and a few other classics that I played growing up.

Generators in Go

While Go does not have an official construct for generators, it is possible to use channels to achieve the same effect. Below is a function called count that generates numbers from 0 to n. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~// // Generator that counts to n // //~~~~~~~~~~~~~~~~~~~~~~~~~~~~// func count(n int) (chan int) { ch := make(chan int) go func () { for i := 0; i < n; i++ { ch <- i } close(ch) }() return ch } func main() { for i := range count(10) { fmt.