kiaran
Owner of BigFatAlien.
Homepage: www.bigfatalien.com
Posts by kiaran
New Goal: BEEP is going to the Indy Game Festival!
August 11, 2010 - 7:12 pm
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The Indy Game Festival is THE place to be for a rising independent game devloper. Some of my favorite titles have been a part of this festival (and the prizes aren’t that bad either!).
But more than anything, I really want to get some eyeballs on the game and show an interested audience what BEEP [...]
BEEP Gets Ported To Linux
July 28, 2010 - 11:51 pm
Posted in BEEP, Developers, Software Development, Uncategorized | View Comments
Linux is like an addiction for me; at times it feels a bit unhealthy, but I can’t resist it.
Back in the early 2000’s, I experimented with various distributions while going to school. Since then, I’ve used Red Hat and Suse Linux at work (for computer graphics and animation work) and experimented heavily with Ubuntu at [...]
The Best Python IDE For Maya
May 7, 2010 - 12:42 am
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Since Maya included Python as it’s scripting language, animation TD’s all over the globe have made the transition from MEL. While learning a new language isn’t always easy, I don’t know of a single person who misses the days of MEL scripting. Python is, in every conceivable way, better than MEL.
Python ElementTree XML Tutorial
April 5, 2010 - 1:44 pm
Posted in Developers, Software Development | View Comments
After a lot of experimenting, I think I’ve found what is the fastest and simplest module for writing/parsing XML with Python. The module is called ElementTree (etree) and it comes standard in all Python versions 2.5+. The parser is lightening fast and the API is extremely clean. You won’t have to compromise between simplicity and [...]
The 2d Side-Scrolling Platformer
April 4, 2010 - 3:55 pm
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I’m building a videogame (BEEP) that belongs to the ‘platformer’ genre. More specifically, it’s a ‘2d side-scrolling’ platformer. Platformers were THE dominant videogame genre for much of the 80’s and 90’s. This article explores the platforming genre to understand exactly what it’s all about. After all, platforming remains one of the highest selling and paradoxically, [...]
BEEP Gets Some Levels
March 17, 2010 - 10:42 am
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BEEP is at the point now where we are cranking out levels and prepping to begin audio work. I’m happy with the gun controls and general locomotion. I have a nice little selection of enemy types (both stationary and ones that chase the player). The ‘AI entities’ ( ie. Finite State Machines with basic ray-casting [...]
Managing Risks: Compatibility / Audio / UI / Mental Fortitude
February 15, 2010 - 8:30 pm
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Not having a lot of time for lengthy updates, I’ve decided to bundle a bunch of stuff into a single article. I think it gives you a snapshot of the sorts of things that lie on the periphery of game development but are integral to the final product. In recent weeks I’ve been scrambling to [...]
My “Must-Have” Software Applications
January 26, 2010 - 6:35 pm
Posted in Developers, Gaming General, Software Development | View Comments
I use a lot of software in the process of making BEEP. Just for kicks, I thought I’d take a stab at enumerating them:
A Simple C++ Finite State Machine
January 12, 2010 - 5:08 pm
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I thought it might be nice to share a snippet of code that has worked out really well for me over the past few months. I use it literally everywhere throughout the codebase of my videogame BEEP (AI, UI, Audio etc…). It’s a simple, extensible, portable finite state machine written in C++.
BEEP Preview Video
January 8, 2010 - 12:33 pm
Posted in Announcements, BEEP | View Comments
In the interest of sharing the development of BEEP with friends and fans, I found some time today to put together a little demo video demonstrating the current state of the game.