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Delays as a Good Thing

I’m sitting here, watching Pulp Fiction for the second time in a row. I love how quotable this movie is. Did any of you find the Pulp Fiction collectible in Super Pixalo?

That really has nothing to do with delays, just thought I’d bring it up.

Delays are never fun for the developer or the players. They downright suck to announce especially when you’ve been busting your butt to put out some decent games by the end of the year. Alas, there’s a trade off to volume and quantity. You can’t really have both as a one man shop.

Recently, on an Indie Game Mag Sunday podcast stream, the chat the peeps with the mics were talking about how games that are rushed out the door are a huge disappointment, and how games that where delayed for an extra round of polish were not hurt at all from the extra month or so of development.

I overbooked myself this fall/winter. Side projects, games, and then a busy work schedule on top of that. I had to draw back.

BattleRoom is close to being done. The API for community content turned into more that 50% of the development time. That’s a bit crazy. Hopefully it’s worth it. I need to go in and re-do the gameplay and AI. Right now it’s sloppy, and feels half finished. I’ve been studying Pacman and Galaga and know what I need to really make the game sing.

What to expect from BattleRoom is Pacman movement, Galaga space enemies, but with quick draw blazing fast rounds. Right now rounds last about 10 seconds. The idea is to make a game that requires practice and precision, and that can be picked up instantly. It’ll be very hard. I like hard games.

I’d like to get it out asap but the reality is it needs to feel solid before it hits the discover store. I want to aim for early January, but we’ll see.

Dissonance is done on paper and the framework of the game is already built. I’ve started writing the narrative, which is the bulk of the project. The music is done. 8 or the 9 puzzles are designed and one of them is completed. If I can find the time, muster the concentration, and stay focused it could be out by February at the latest.

The coming year has a LOT going for it. There are 3 or 4 mini projects that I’d like to do. And there are at least 2 unannounced game projects that will at least get experimented with. Know I’m doing these as fast and as well as I can. I want to be able to release finished games, not mostly finished games. I shipped Super Pixalo with a few bugs that could have been caught with about 6 hours more of playtesting. That was a good lesson to learn.

Also, I suck at press. If you have press tips, or articles, drop em in the comments!


Back to BattleRoom I go!

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Status Update

Hey All,

It’s been way to long since I’ve done more than a twitter update so it’s time to give you a rundown on all my projects: released and in development. Life’s been a storm of diapers, late nights, little sleep, lots of stresses at the day job, and the new time change. I’m doing my best with everything and I hope to have the next two projects released by the end of the year.

Upcoming Projects

Dissonance: Yes, it’s happening. I’ve got the first of 9 puzzles programmed, and the main “template” of the project in place. Just need to write the narrative for 8 more sections, and program the rest of the puzzles. I’m aiming for a Christmas release on the OUYA. The music is done and it is fantastic! Had the privilege of working with @WBojangles for the project and wow she blew me away with her work!

BattleRoom: This is a smaller project but at the same time very different from others I’ve done. It’s inspired from the BattleRoom from Ender’s Game and the play style of Galaxoid. It implements the UCC from OUYA’s new API to allow players to create different room and enemy configurations. I’ve been thinking of some other ideas in regards to having a “path editor” for enemies where room designers can configure the strategic patterns of the enemies. We’ll see where it goes though. I’m hoping to have this out sometime around Thanksgiving.

Released Projects

Super Pixalo: Super Pixalo is holding at about 63% on steam greenlight. If you wouldn’t mind helping me out and tweeting or emailing, or spreading the word on Reddit that would mean the world to me! If you have an OUYA go grab it on the Discover store (also on the MadCatz). If you can’t wait until steam release head over to itch.io.

Hype: Nothing else really planned for Hype. It was a weekend project that served its purpose. If you guys want any new features on it, hit me up!


That about sums up where things stand with all the projects. I’ve got a lot more planned next year so stay tuned!


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Amazon Called

Near the end of August I got a message via linkedin from an Amazon representative wanting to discuss the possibility of getting me to put Super Pixalo (The game I released on OUYA this past spring) on the FireTV. 

I’m not one to pass on an opportunity without at least some small amount of exploration so I asked for a bit more information and we set up a call. The guy I talked to was named John and he was enthusiastic and personable. He said he had an OUYA and had played Super Pixalo and really enjoyed it. He said it was the type of game that Amazon wanted on their console. So far, so good! 

I chuckled at his comment about “one of the three people who have an OUYA” and said he had his numbers a bit off. I think there’s a bit more than 3 people, wouldn’t you say?

He went on to tell me the goals for the FireTV and we discussed a number of topics that I will highlight and discuss below that I see are relevant. Please remember that I’m discussing from memory, and this is just my point of view.

Blind Testing: During our conversation I mentioned that I didn’t want to just send an APK to them and have them list what I needed to change in order for it to run with their IAP system and whatnot. I appreciate that they offer this, but I don’t like it for my games. I’m no Alexey Pajitnov but I’m not in game dev to just throw my work to whoever will put it in their game library. I need to be happy with how my game runs, responds, and feels on ANY platform. Even if other gamers don’t agree with my controller sensitivity settings, my aesthetic choices, or level design, each of those things take weeks and months for me to be really happy with. I’m completely happy with how Super Pixalo turned out. So I want to make sure I can continue to be as proud as possible when I release it on any platform.

In short, I asked for a console to even just borrow, or test in a store, as I don’t have the need to go spend 140 for a FireTV and controller that I don’t need. I use my PS3 to play movies and my OUYA to game. Heck I even run netflix on my OUYA. John said, even after a second request in an email that providing me with a FireTV to test on was just not possible or within Amazon’s resources.

Gaming isn’t the Focus: The other major hesitation I have is that the FireTV isn’t focused on games. According to John, they are actively trying to change that impressing (including hosting game jams on the west coast), but their library only has 300 games. Thier console doesn’t come with a controller (the remote does NOT count as a usable gamepad in my book. That’s like TI selling calculators that also function as mobile gaming stations) and you may have to, if the device is anything like Amazon’s Kindle Fire, pay a yearly fee to watch Amazon Prime instant video content. To me, I want to put my games on OUYA and itch.io. Yes, both are not mass/generic audience devices like Xbox or Nintendo’s devices. But both are specific to a niche that loves being a niche. When I get on my OUYA I get to play games made by other game creators who love video games. I don’t have to sift through hundreds of poorly designed in-app purchase crazed money vacuums because that’s not what will make a game trend on the OUYA.

I shared both of these concerns both in the call and the followup message to John. I think he understands and I felt like I left it on a positive note. No, FireTV won’t be seeing Super Pixalo anytime soon as I just don’t see the value of the FireTV personally. If I get sent a device, that might change but I was told multiple times that having that happen was not in my cards.

But all this was not in vain. I felt like it made me really appreciate what I love about the OUYA. So let me transition into explaining why I’m ALWAYS talking about my OUYA and other OUYA devs.

OUYA is about family. It’s about a close, welcoming, inviting, game developer and game player community that fosters appreciation, creativity and opportunity. If it was not for the OUYA, I’d still just be making the occasional HTML5 game dreaming of putting one of my games on a console with a controller. The OUYA made that dream come true!

Every week the OUYA team (Tim, Bawb and Alex) will live stream a dev session to talk about games, putting your game on the console, and more recently how to make games. Who does that? OUYA does.

The OUYAForum.com community is amazing! Rioting Spectre, Kaimega, Killswitch, and Drunkpunk are always ready to welcome any newcomer to the ranks!

The OUYA Brew and OUYA Central podcast every week is both hilarious and extremely informative. They welcome devs on the show at any time to talk about aspirations to opinions on OUYAs business moves.

Oh yeah, that reminds me, one of the best things about OUYA and it’s community is it’s very human. The company has made mistakes and is learning from them. The community isn’t afraid to call out what they see as either harmful to devs or harmful to gamers. Recently OUYA has announced adding community content to their system and I see this as removing the wall that any console might have with their audience.

Don’t get me wrong, there are things I don’t like. I still think games should be required to have a free to try option. I think the website needs a major overhaul… especially the frontpage and the getting to the dev area :cough cough:

But the OUYA, to me, is about something important to any game dev and gamer: It’s about making it as easy as possible for anyone to create games, and get them on the tv screens of gamers who want to play them. It’s like the netflix for games, except you don’t have to pay monthly for it. Pay $100 bucks up front, controller included, and you’re good to go. I should mention that you DO have to pay for the games individually but most games allow you to try a demo first.

I can’t honestly see a huge company like Amazon creating such an open, learning, and flexible product and community like OUYA has. I think people forget that OUYA has about 50 people behind the scenes. 50 people. Not thousands, not hundreds. And they’ve been able to at least create a product that so many people can relate to and love.

Anyhow, enough OUYAvangelism. Time to go play Towerfall, Speed Rush and some Paragon Infinite on my OUYA.

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Introducing Dissonance

I’ve been hinting about Dissonance for some time now. I first announced it at IndiE3 during an interview on the main Hitbox stream sometime in May or June.

At that point I had been working off and on with Dissonance for over a year. I started sometime near the release of the web game Pixalo (NOT to be confused with Super Pixalo). I came up with the idea while listening to Rhian Sheehan’s “Standing in Silence” album, mowing my parents lawn in the rain. I was just floating around in my thoughts trying to think of what to build next.

I got the idea to make something really abstract. Something that was like 9 obscure but loosely linked puzzles that each represented a way of thinking or common pattern of thinking. I went inside, and sketched nine puzzles. Maybe “puzzle” isn’t the best way to describe them.

Over the past year the theme has changed from a guy obsessed with numbers over the period of his life to a Catcher in the Rye style narrative of a workaholic.

Finally, earlier this year, I decided to go with this theme: Dissonance is about the enchanted notebook of a dude that outlines his rationalization of choice in three different stages of his life.

What does that mean? Basically, 9 puzzles separated into three sections, each as a response to a “hypothetical” way in which choice works in a given scenario. Maybe I’m going after an “Einstein’s Dreams” kind of idea. Maybe I’m making a game about a guy no one is going to relate to but me? Isn’t that the whole game design question?

Here are some early visuals that I made last fall. These helped me shape my color scheme and theme.



I took that photo and created that opening look last fall. Since then I’ve fallen in love with creating low resolution art, pixel by pixel. As I found making sheets of chain mail in Highschool calming and therapeutic, pixel art is becoming that again in my adult endeavors.

Here is the current splash screen and current main menu screen.



The next screen is still in the works. But I think that just showing a splash screen and a menu screen, isn’t giving away much of the game…


The game will be played in the notebook. The cassette player to the left will act as controls to the narrative in audio form. Audiobooks are important to me because of the non-textual communication that comes across when something is read to the listener. Ever notice that reading a book silently and then out loud can almost alter the meaning of the story?

That’s it for now. I have piles of notes, sketches, scribbles, puzzles, and cyphers that I’ve been putting together for over a year now. Once I choose what WILL be in the game, I’ll show some of the things that didn’t make the cut. I’m a big one for secrecy before something is “official.”

Dissonance will launch on the OUYA at least a month before it hits ANY other platform. The reason for this is because of the huge impact the OUYA, the community, and the idea behind it have had on my life, I want to give everyone with an OUYA the first opportunity to play my games.

Feel free to ask questions!

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Guess the Collectible #2

Hey Super Pixalo Fans!

Since there are over 100 collectibles that reference different movies through the past 50 years in Super Pixalo, I’ve decided to share my love of movies and these collectibles by doing a giveaway. Super Pixalo is a precision platformer that is available on the OUYAitch.io, and you can vote for the game on Steam Greenlight.


What you have to do:

Guess the release yearfilm title, and what scene the collectible is from in the comments below.


What you get:

First person to guess right gets a download key for the 12 track extended Super Pixalo soundtrack and a key for Itch.io for Super Pixalo for desktop!

Preview the soundtrack here!


The Collectible!



Get guessing!

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Guess the Collectible #1

Hey Super Pixalo Fans!


Since there are over 100 collectibles that reference different movies through the past 50 years in Super Pixalo, I’ve decided to share my love of movies and these collectibles by doing a giveaway. Super Pixalo is a precision platformer that is available on the OUYA, itch.io, and you can vote for the game on Steam Greenlight.


What you have to do:

Guess the release year, film title, and what scene the collectible is from in the comments below.


What you get:

First person to guess right gets a download key for the 12 track extended Super Pixalo soundtrack!

Preview the soundtrack here!


The Collectible!




Ready, set, start guessing!

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Post Release Blues: A Theory

A friend of mine and fellow OUYA developer recently posted a write-up on the “Post Release Blues.” I think he did a great job of describing one theory about what goes into and what results from the post release blues. I’ve been mulling over the post-release blues for some time now. The main reason is because I’ve been hit hard around the release of Super Pixalo and finishing up my last year of college.

You can make an argument that it’s a spiritual deficiency, not enough working out, you need to eat right, you need to get off the computer and a million other “bandaid” solutions. I, on the other hand, have a scientific explanation as to what I personally believe causes the “post release blues”. Now, I realize that this doesn’t explain it for everyone, and it isn’t really a solution at all: just a theory.

Basically the week before I released Super Pixalo on the OUYA, I was in a constant high and had huge amounts of adrenaline. TinyPixxels streamed the game a few days before launch, it was featured in the OUYA email blast, and the community was really excited about it. Along with all the community excitement, was the larger amount of personal sense of accomplishment for completing an entire video game myself. Totally amazing!

The week the game launched was another big bunch of highs as I started the week graduating college, and then right into the game coming out a few days early. The whole week of launch reviews are coming out, bugs are being addressed, community questions are being answered and sales are boomin’.

Obviously two weeks of constant happy high is gonna come to an end and for me that was 1 week after launch. Nothing changed for me externally; very few negative reviews, sales were good (for my expectations), and there was a lot of community excitement about what’s next for Super Pixalo.

What did change is suddenly there was no more constant flow of stimulation. There wasn’t anymore streams or sales or anything like that to sustain the high level of excitement after those two weeks. Suddenly I felt depressed, empty, and just purposeless. This bothered me for a week or so as I tried to make sense of this downward spiral of feelings that I suddenly had. It finally dawned on me why I might’ve been feeling this way: my body had gotten used to the high amount of “happy feelings” I was having so it just normalized to that level of “happy chemicals” in my brain. As soon as all the stimulation subsided, my body was still producing the “happy chemicals” as much as it felt it needed to as if I was still being externally “happified.” If that doesn’t make sense, let me try explaining it again.

During High: External Stimulus + Happy Chemicals = Happy Body

Body Normalizes: External stimulus means body doesn’t feel it needs to make as much Happy Chemicals

Post High: External stimulus dies down significantly but body is still only producing a lessened balance of Happy Chemicals.

For me, this means that after a few weeks I feel back to normal. A month later my wife gave birth to our handsome little son named Ender and now life is pretty focused on baby and working on other side projects.

I think the post release blues are mostly a chemical thing. It sure was for me. I’m very interested to hear from other developers about their “post release blues” experiences, so feel free to comment below!

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The Best First Video Game Development Book You Can Buy

In the Spring of 2013, I decided it was about time to see what else HTML5 Canvas could be used for besides interactive graphs and charts at work. Graphs and charts and data organization are a blast, don’t get me wrong, but I’m always looking for MORE ways to use the stuff I’ve learned.

Since Bropixel turned into such a cool learning experiment, and everyone kept calling it a “game”, I decided to actually learn how to make a real video game.

5191oFRwRiL._SX258_BO1,204,203,200_I started hunting around for a good HTML5 Video Game design and development book. I almost instantly found “Foundation Game Design with HTML5 and Javascript” by Rex Van Der Spuy on Amazon. I picked up a kindle version and started reading in ernest.

Up ’till this point, I’d never so much as cracked open a programming book specifically on  games before. Sure, I’d picked up the “Making Games for Dummies” style books at the library as a teenager, but I never usually got past the part where it said “In order to make a video game, you need a team of 25 people with the roles of…. [disinterest]”.

You see, I’m an independent tinkerer. I work best when I can work from start to finish on a project preferebly when I can be a part of the whole process. At least I feel more productive, driven, and excited when I work on these solo projects. Now, for work, that doesn’t cut it: Most programming jobs require you to spend your time in your field (CODE) and work in a team. I have no problem with that at all; I just get bored easily because I only get to work on a tiny part of the project. I love working in teams and find that I learn the most directly from other developers in team settings. That’s just the honest truth about how I work. So when a book tells me I need multiple people in order to even start a video game project, I know it’s not for me. I wish authors were less careless with their introductions to topics. Thankfully, Rex Van Der Spuy understood what I needed to get started with video games.

I started reading this book and loved the structure. The author took you right through the most basic form of video game (text based) right on to point and click, and then straight into animation. There was no custom library or framework needed! Everything was explained thoroughly with examples, and even gave references to famous games in the category of game you were making.

I’m not skilled at summarizing books in a convincing manor. So I’ll just argue the point on why you should start with HTML5 and Javascript.

Reason 1 – Ease: HTML5 and Javascript are so well documented, so easy to write, and so easy to learn about that I don’t know why more people don’t just give it a try. You don’t have to be a master coder, or even a beginner coder to use the book mentioned above to start coding the games. The basic elements of programming are concisely described in the book. Just grab it and start playing with the code.

Reason 2 – Flexibility: Your phone, desktop, tablet, and even console browsers run HTML5 and Javascript. So you can make a game and be playing it virtually anywhere given that you have it on a site (you can google search where to submit HTML5 games), a friends server, or even from a flash drive. Not only that but you’ll have some idea of how to make your own interactive websites with the skills you learn in HTML and Javascript as well! Double WHAMMY!

Reason 3 – Free: The BIGGEST reason to use HTML5 and Javascript is it’s free to develop, free to use, and free to write. No expensive IDE required or system setup. Just grab a text editor thats built into your computer and launch the game in your browser. Or carry it on a thumb drive and edit it there!

Those are three super awesome reasons to use this book to learn to make games. It’s the FIRST resource I EVER recommend to friends or people I meet who want to try making games. Worth every penny for the book, and you will be equipped with the skills to turn that purchase into a profitable investment in no time at all!

Well, there’s my plug for an awesome game development book! Get it, read it, and make some games!

If you need a place to host your HTML5 video game, let me know, I’ll help you set something up or point you in the right direction!




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Case Study: BroPixel


In January or February of 2013 I got a bit board of just making websites at work and decided to use my time in the evenings to play round with some ideas I had floating around in my head.

On Pixels: I love pixels. I love the idea that complex shapes, shades, and gradients are all made up of tiny little squares. To go way to deep on you, I think it’s a great analogy to life; life is made up of tons of tiny little moments that build up your grand span of life. Therefore my first few projects really emphasized my love of pixels. Also I grew up playing with LEGOs all day long everyday. I still have about 75 lbs of LEGOs in huge rubbermaid boxes at my parents’ house.



My initial idea was to create essentially a LCD board you could click the squares and toggle on and off the square. This would be my first attempt at anything in the “pixel art” world. A big reason behind this project was also the fact that I’d been using jQuery for all interaction based javascript for the past 3 years. I’d completely forgotten how to create something in just naked javascript. I wanted to change that because I felt like jQuery had become a crutch, and also was becoming excessive for small simple web applications I was making. I was trying to break a habit and see if there really were any differences in performance or coding.



All my projects have a specific goal. The goal here was accomplishing simple, re-usable interaction with minimal JavaScript that can be used for creating things. 


Phase 0

Screen Shot 2014-06-24 at 1.32.27 PMThe first night I was able to get something pretty much exactly what I was thinking of in terms of looks. I even added some new color to see if I could achieve a neon look: I could! On the right is a example of what I came up with in about an hour or two. It’s really not a bad attempt. There are no images used in the code and it’s pretty simple really: each square is a div with a class that specifies the color. Now all I needed to do is generate the pixels with javascript. Easy peasy.


Grab the unaltered code for this here.


Phase 1

Screen Shot 2014-06-24 at 1.32.41 PMI had a look going for me, time to make some codey codey. To the right you’ll see the result of the next nights plunder into the dynamic generation of divs! It actually was pretty easy, just loop as much as I wanted to create the divs and add a class.


This was relatively simple to do thanks to the little method “appendChild()”.


Each function looked like this;

 for (var i = 0, n = 104; i < n; i++) {
  var divTag = document.createElement("div");
  divTag.className = "pixel orange";
  divTag.innerHTML = " ";

Grab the unaltered code here.


Phase 2

Screen Shot 2014-06-24 at 1.59.47 PMI now had dynamic pixels, the css, and the colors done. Now I just needed the code for interactions. I decided to do it first with jQuery and than work back from there.


At this point I added clicking to already created divs. That way the code didn’t have to generate a page of divs. It was a small square of them but you could toggle through the colors pretty easily.


Grab the unaltered code here.


Phase 3

Screen Shot 2014-06-24 at 2.08.55 PMNow that I had the toggle code I could add the auto-generating divs. Now I had a big page that I could click on and it would create a new pixel.


I did notice some problems though. There was no clear identifier that the mouse was over a pixel. No border or highlight. So that had to be added in the future.


Now it’s time to really take out the jQuery code.


For now, grab the code up to this point.


Phase 4

Screen Shot 2014-06-24 at 2.14.15 PM

I added the hovers, played around with pre-drawn pixels, and added a random scrolling text thing.


I should mention here that Zipkon was a company I started in 2008 for a class project that I now use as my dummy company for almost everything. It works nicely too!


Grab the code.


Phase 5

Screen Shot 2014-06-24 at 3.27.35 PMFinally it’s time to remove the jQuery. It took me forever to find the un-minified code but I found it in a random google doc.

Here’s what was added:

– The ability to right click to delete a pixel

– No jQuery

– The grid of divs is pre-generated so the browser doesn’t have to do the work

Get the final code here. The html dev structure is the only thing different from the live site. Feel free to copy the html stuff in the body of the live site for an exact copy.


Lessons Learned

This was a small, week long project but with it I learned a ton. The stuff I learned had very little to do with how JavaScript naked and  jQuery stack up.

- Pre-Rendered vs Rendering on the Fly: Because I was working with just HTML, it was a significantly less load on the browser to have all the hundreds of divs used as anchor points. I found that rendering them all on page load ended up taking around a second each time because it wasn’t being loaded from cache. By have the pre-rendered DOM elements ready to go, the browser just had to load the file from cache and wait for user interaction.

- JavaScript vs jQuery: I think writing in jQuery takes so much less time, is far easier for the developer, is easier to read, and really is just simpler. Writing in naked javaScript ended up being a lot of googling that brought me back to jQuery. For this size of a project the only improvement was not having to make the external jQuery library call. Maybe that saved 2-3 milliseconds at most.

- Using Google Chrome App Store: Believe it or not I even packaged up a version for Google Chrome App store. It was not my original intention to put it up there, but I figured it would be fun to try. That in itself taught me about the importance of package manifests, the importance of correctly sized preview and logo images, and of course, the importance of double checking before submitting. Check it out on the store!

- Let Small Projects Morph: I think the biggest part of this whole project was letting it allow me to keep going down rabbit trails and discover new methods of doing things. In other words, letting the project lead the learning cycle rather than being in a vacuum of your goals.

- Backup Your Old Projects: I spent almost 2 hours trying to find the final code for this case study. It turns out, instead of being on my computer, in dropbox, or on Cloud9 (a program I used a lot last year until I lost almost an entire project): it was in the bottom of a google doc. Have a github account for your projects and your life will be far easier.

- Experiment: I honestly learned more about the power of jQuery with this little experiment than I did with any documentation I’ve ever read. I learned how easy jQuery is to read in comparison with  naked JavaScript (which is still easy to read). Worth the time and especially for the experience of stretching my own abilities and creating my first “game.”



I’m a tinkerer. I constantly have side projects going on in my time on weekends and evenings. I learn more with those side projects than anything I have ever done for school or for work. I highly recommend you challenge yourself to do something you’re curious about trying. Make a game, app, or just a static web page.

Now go give Bropixel a try!

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Super Pixalo 1.1.0 Released on OUYA

Finally, after about 3 weeks of working on this update in my spare time (I game dev as a hobby, not as a job) I submitted the 1.1.0 update which brought a ton of great stuff!

1. 3 new levels
2. 3 new collectibles
3. New “Timed” Game mode
4. Improved button mapping screen
5. Fixed end story bug that wouldn’t let you see the end of the story
6. Fixed bug that crashed game when you finished the last level
7. Fixed bug that didn’t show if you’d completed the last level
8. Memory optimizations for smoother gameplay experience
9. Fixed bug which would send player to menu in the 2010s after completing level

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Case Studies

I wrote a 37 page long case study on the creation of Super Pixalo in the spring of 2014 (this past spring) as my senior design project at Capitol College.

I’m close to editing it for public distribution (its a bit of a dull read at the moment as it’s meant for academic review) but I think it would be a better transition to release a few smaller case studies I had started.

Each game project or even internal project I do, I learn something significant. I have several projects that never saw the light of day that I’ll even talk about. But the first case study I’ll release is the one for Bropixel which was technically my first video game!

I’m writing it now and will upload it in a few days time.

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Hello World!

Welcome to the new site!

I’ve been kicking around the task of redoing my game site, and adding a blog, and centralizing everything for a few months now. Over the weekend I started actually designed and implementing a new theme for wordpress. Today I wrapped it up and added content. Now you can easily browse and play my games as well as other projects I’m working on.

It’s now in wordpress so I can easily add or remove things as needed. I’m going to try to optimize it so it’s lightening fast.

Enjoy looking around!

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