Change of plans

Long time, no post. As you might know, Giga Girl got greenlit, and I’ve been working on a 1.1 version to be released on Steam. It contains some minor tweaks and small features that I’m hoping will increase the replay value of the game. You can expect a Steam release date later this year, probably […]

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Game2: Collision detection

My personal opinion is that game engines like Unity or Game Maker introduce lots of unnecessary overhead and constraints when it comes to 2D games. MonoGame provides a lot of the core stuff, like drawing, audio and input, so there’s no need to fully reinvent the wheel. There are also many handy APIs and specialized […]

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Announcing “Game2”

While Giga Girl is being release tested, I’ve had some time to think about the next game. There were a couple of alternatives to choose from of which I ended up with this idea of a puzzle-/adventure-platformer. Here’s the vision in short: Story A child and her dog fall into a cavern only to find […]

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SpriteBatch and custom shaders

In XNA and its successors, like SharpDX Toolkit or Monogame, the easiest way to draw sprites is by using the SpriteBatch class. As the name implies, SpriteBatch draws the sprites in batches rather than as separate draw calls. Handy and efficient, right? Enter pixel shaders. You want to do something like draw a single sprite […]

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