Flavors of Farseer…and new Module!

So far feedback has been great on Farseer.BMX working in Blitzmax. Some users have tested Farseer.BMX on Linux and Mac and it works without a hitch. Farseer.BMX is officially cross-platform between Windows, Linux, and Mac! That’s great news seeing how widely available the Farseer engine is becoming. It’s now available on: Windows C# – XNA C# – Silverlight Blitzmax XBox 360 C# – XNA Linux Blitzmax Mac Blitzmax Your Toaster * ?...

June 3, 2008 · Alex

Farseer.BMX 1.0 Released

And there was much rejoicing! It does feel great to finally ‘finish’ something. I started out this project as something to give me a foundation to code my own game project on, and now after 110+ hours of coding there is a 2D physics library for Blitzmax :)! I hope it proves useful to those that end up using it. While the engine hasn’t been tested for ‘real-world’ use it I think the demos do a good job of putting it through its paces....

June 1, 2008 · Alex

More Farseer.BMX

I was hoping to have an update a little earlier than this, but decided to hold off and throw together at least a bit of content with the update. I’ve added a slew of joints and controllers into the Farseer engine for Blitzmax (which I think I’ll just start referring to as just Farseer.BMX to save my poor little fingers). Below is a list of stuff I’ve added since the initial post:...

May 28, 2008 · Alex

Farseer Physics in Blitzmax Demo

Hurray! Finially got to a stable stopping point in porting over Farseer Physics from C# on XNA to Blitzmax! Farseer Physics Engine is a 2D physics engine originally written by Jeff Weber who develops XNA/Silverlight games over at Farseer Games. Much thanks to him for creating a great physics engine and for allowing me to move it to another language, which once done, I hope will help others create fun physics games in Blitzmax....

May 17, 2008 · Alex

GTA4 Rant [Read: Initial Impressions]

Wow! GTA4 is an awesome game! The amount of content in it is mind-blowing. It seems whatever gta4 lacks in gameplay departments it makes up for by sheer quantity and quality of content. It was pretty sad when I spent 20 minutes in gta4 watching TV. Watching TV inside a video game…wtf…that’s a new low for me. As if being a couch potato or an eccentric gamer wasn’t ‘bad’ enough. It just goes to show the brilliance of gta4’s design....

May 5, 2008 · Alex

Zzz

Functioning off of very little sleep in the last 48 hours… But finally got a good lock on what game I’ll be designing and developing in the coming months. More news on that in the upcoming weeks! My head is still spinning as I’m trying to pick up WPF, Open XML, Linq, and a host of other new technology/concepts for the last couple of days for a project at work I’ve just been assigned to....

April 5, 2008 · Alex

State of Mind

I always knew that your state of mind affects your productivity. Had a pretty rough week last week and work on my prototype suffered for it. But in the end, I realized time was a-wasting. You have to keep at it regardless of how you feel that day/week/month, because at the end of the day no one is asking you to do this. I never doubted that working on indie games would be difficult and you should approach it just like any other serious job, but it’s now becoming clear how to approach it....

March 16, 2008 · Alex

Random Static

Going onto my 4th prototype this coming week. One thing I’ve quickly realized is if I want to make a decent game that has enough depth to warrant as a full game then trying to crank out a prototype in a single week is unrealistic. With my current work schedule plus life’s many other challenges, the average 10-15 hours a week I invest wouldn’t be enough. I’m ‘redefining’ my time schedule to mean ‘total time spent on a prototype shouldn’t be more than week’s worth’....

February 10, 2008 · Alex

Back Into the Swing Of Things

So far the new year is working out A-OK. I’m about 60 hours into developing my new game framework and 5th prototype for my next project. For those that are curious, it is being written in Blitzmax. Why? well it’s a straightforward language that is also pretty easily extensible, should the need arise. I’ve used Blitzmax’s predecessor for about 2 years, and I’m familiar with it. What more reason do I need?...

January 11, 2008 · Alex

End 2007. Initiate 2008.

A lot has been happening lately, but not much worth writing about (aka I’m too damn tired at the moment to be bothered writing it). It’s been a good year, and I’m gearing up for a busy 2008 with plenty of ideas and goals I hope to set in motion and accomplish :). Hint: One of those goals is to update this blog more frequently. Catch you on the flip side!...

December 31, 2007 · Alex