Midas Postmortem

Posted on April 2nd, 2014 by Alex Rose [RSS]

So, Rezzed just passed, and I competed in the game jam in the “wildcard” team that’d never met each other before.

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How to Make Water for Unity2D – Quick Tip

Posted on January 18th, 2014 by Alex Rose [RSS]

Hey guys, I just wrote an article for GameDevTuts+ on how to add flowing water in Unity and integrate it with Unity2D’s physics.

It’s what I used for Rude Bear Resurrection, (albeit in that case a basic version because I was low on time).

You can check it out here. Enjoy!


How Rude Bear Resurrection works – Quick Tip

Posted on January 18th, 2014 by Alex Rose [RSS]

Hey I just wanted to point you in the direction of another article I wrote for gamedevtuts+. It’s how I wrote the leaderboards in Rude Bear Radio, and is responsible for Rude Bear Resurrection’s world mechanics.

Here’s how I make the leaderboards and communicate with them in Unity. (more…)


Rude Bear Resurrection won first place for innovation!

Posted on January 8th, 2014 by Alex Rose [RSS]

At the beginning of this jam I said:

So what this really means is, the next Rude Bear game has to be even better.

And that scares me.

Luckily:

Rude Bear Resurrection Response

Thanks so much everyone!

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Rude Bear Resurrection – Post Mortem

Posted on December 18th, 2013 by Alex Rose [RSS]

Rude Bear Resurrection – Post Mortem

So, the LD48 jam finished a few days ago, and I made yet another entry into the Rude Bear saga – Rude Bear Resurrection.

As soon as I saw the theme “You Only Get One”, I immediately thought of One Chance and GlitchHiker. One chance being the game you only get to play once, and GlitchHiker the world that decayed as its players failed at it until it broke.

I was really taken with the idea of a game that everyone influences in that way, so I decided to make a difficult teamworking platformer in which there can only be one winner. Once that person beats the last boss, the game is over.

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How I turned my game from paper to smartphones over 6 years

Posted on December 10th, 2013 by Alex Rose [RSS]

In 2007 my friends in our boredom would play a lot of games on pen and paper during class. Mostly we’d play Four in a Row. It just so happened on one fateful day I decided to draw the grid in pen and use a pencil so I could rub out the pieces when we were done. When it’d made the rounds though and got handed back to me, it was handed in the wrong orientation, such that it looked like this:

Rotation Station's paper form (more…)


Super Training eV Tracker for Pokémon X and Y

Posted on October 28th, 2013 by Alex Rose [RSS]

ARAPET – Super Training eV Tracker

I just threw together a Super Training eV Tracker for Pokémon X and Y for windows for a friend. It’s called ARAPET, and you can download it here.

Essentially, while you use Super Training, every time you’re awarded eVs you just click the buttons on here to update the value. Likewise, every time you break a bag you can do so as well. It’s especially useful to use in conjunction with Smogon.

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Animation in 2D Unity Games: In-Depth Starter Guide

Posted on September 4th, 2013 by Alex Rose [RSS]

So, Unity recently announced added 2D game support, with the addition of Box2D physics and a sprite manager.

But there’s a few tricks you still need to keep in mind. Changing the images frame by frame is just the tip of the iceberg for animation; to really make your game run beautifully, you have to understand how to use translation and rotation to your advantage.

We’ll start with the basics for now though:

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Rude Bear Radio – Post Mortem

Posted on August 30th, 2013 by Alex Rose [RSS]

So, Ludum Dare finished this weekend, and I entered for the third time with Rude Bear Radio. My first couple of entries were pretty hit and miss. The original, Rude Bear was appreciated for its graphical style, but wasn’t great on gameplay. Then my housemate and I decided that from then on we would always use Rude Bear as the character in our Ludum Dare entry.

So LD26 came around and we made Rude Bear Rising. It was a bit over ambitious (I quickly threw together my own physics engine inside Unity that would be able to detect collisions from any object shape so we could put it any textures we wanted. It worked, but it also meant you could gradually sink into the floor).

I didn’t post updates mid development this time, because I didn’t want to mess up like the previous time, when I left in a game ruining bug. I’m glad I did that, because I think it turned out great. I really decided to drop myself in the deep end this time, so I went far out of my comfort zone. (more…)


Making Games with No Previous Experience – Part 2: 2D Art

Posted on November 27th, 2012 by Alex Rose [RSS]

So, you’re all good on the code front and making your game is starting to look like a realistic prospect, but you’re still absolutely useless at art? No worries. In no time you can get really good at it.

I could never do art, nor did I particularly care for it. But there’s a program that is incredible for mathematically minded people, and in a few weeks it produces results like this: (more…)