I should probably mention to start with that the target platform for this game is going to be the Gameboy Advance. Also bear in mind that I'm doing my developing on and for the PC - but I'm still keeping things down to 4 active buttons, 2 less-active buttons, and a 4 button D-pad. Simple? Simple. I have a Playstation 2 joystick hooked through an adapter to a USB po
SteelGolem
Back to this. Let’s get started by going over what I wanted from this game. I think I ended up deciding that I wanted to have a game that was almost an alteration of the Zelda for Gameboy game. Zelda for Gameboy Screenshot
i made a demo that i call my 'bomb demo' (think of worms, only you get to carpet-bomb the level; check it out here ). one of the problems i had when i made it was that it was kinda tough to make a decent landform. someone mentioned to me that I could have made smoother ter
A little background, first. I was keeping a journal of sorts where i'd go and write down random thoughts on gamedev topics that interested me. i'd open a new word doc (or the one i started already for that day) and i'd just start typing my thoughts out. occasionally i'd write some code and talk about it as i wrote and tested it. well i got some pretty neat shit don