« Newer 1 2 3 4 5 6 7 8 Older »

Localizing libGDX games via a spreadsheet

LibGDX has decent localization support via a bundle of .properties files, for example:

== strings.properties ==
app_name=Confirmation App
confirmation=Are you sure?

== strings_en_UK.properties ==
confirmation=I'm terribly sorry to bother you, but would you please be so kind to confirm your certainty on this matter?

== strings_nl.properties ==
confirmation=Weet u het zeker?

    Continue reading
  

Getting things done as an indie

As an indie game developer, I’m wearing a lot of hats. At one moment, I play the role of developer, happily banging out code. The next moment, I can be posting about my game on forums, or doing artwork, or communicating with my client/partner/designer. How do I stay on top of all this? Fortunately, I’ve built up a bag of useful tricks and tools that work really well for me. Time to share!

Continue reading

Models, views, controllers, presenters, oh my!

Unfortunately, I can’t reveal too much about the game I’m currently working on, but I can say that it’s like a board game. For the sake of this post, let’s assume that the game is chess: there is a game board, there are some players, and each player has a bunch of pieces that either have a position on the game board, or have been captured. In this post, I’ll talk a bit about how to architecture such a game in software.

Continue reading

The new frozenfractal.com

I realized a long time ago that my website was looking a little dated. A dark theme, drab colours and not exactly mobile-friendly. So when I started fulltime in December, one of the first things I did was a major styling overhaul.

Continue reading

Goals for 2016H1

Happy new year, dear readers! This post has nothing to do with new year’s resolutions; it just happens to coincide. Studies have shown that setting and announcing explicit goals helps drive success. And who would I be to argue with science? So here’s what I’m planning to do in the first half of 2016 (until the end of June).

Continue reading

Rocket Mail launched!

Rocket Mail

Put your spatial insight and worldly knowledge to the test! Rocket Mail is a company that delivers packages to anywhere in the world – by rocket! Use your phone’s compass and accelerometer to launch your delivery rocket to cities throughout the world. The closer you get, the higher your score!

Continue reading

Things that take time

At the core, Rocket Mail is a very simple game. I made the early prototype (Doomsray) in less than a day. There are no complicated physics, no advanced graphics, and very little in the way of performance requirements. Of course there’s a long way to go from a prototype to a finished game, but even after the game looked, felt and sounded polished, I still found that I needed several weeks to get it ready for beta testing.

Continue reading

Ballistics distance

Just a short post to share something I’ve been working on that mightily pleases the Kerbal Space Program player in me. In testing Orbital Express, it became clear that having three controls (compass direction, inclination, and launch speed) is too much for beginning players. So I decided to simplify the first two levels:

Continue reading

VR will remain a niche

Virtual reality seems to be all the rage in gaming these days. Everyone seems to be buying into it. Big corporations like Facebook (Oculus Rift), Sony (PlayStation VR) and Microsoft (HoloLens) are pouring money into VR as if it’ll be the biggest thing since sliced bread. But right now, few people who aren’t game developers actually own the necessary hardware. Will it all be worth it in the end? I think not.

Continue reading

Bigcanvas is released!

Bigcanvas: For BIG imagination

After a weekend of toil with GRPC, ProGuard, dex, Netty, Maven, Gradle and IntelliJ, I finally managed to build a release APK of the first public version of the Bigcanvas app. Add some screenshots (inspired by – well, hopefully you can tell), and we have a publication!

Continue reading

« Newer 1 2 3 4 5 6 7 8 Older »