Category Archives: design

Pixel Maps & Generating Levels

When initializing levels, all of the game objects need to be placed on the map. There are many different ways of doing this, but the main goal is to be able to easily translate design to code. Many advanced games … Continue reading

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Springs

Springs are a pretty standard object in many 2D platformers, but you may want the spring to act differently depending on the game. Typically, a spring will bounce the object up with the same force as it when it hit … Continue reading

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Weekend Update

I’ve worked on a few things this week, most of which is pretty unexciting. Aside from some pretty mundane stuff such as adding walls, I’ve made some additions and improvements. I’ll do a more in depth post on each of … Continue reading

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Jackson’s Musings: Minimalistic Games and the Developer’s Toolbox

The other day I sat down for about an hour and a half and listened to my idol and god Jonathon Blow (developer of Braid and currently working on The Witness) speak about games and the way they are designed. … Continue reading

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New Site, Art, and Jackson’s Musings

I talk about Starlight, Art, and 12 Angry Men. Continue reading

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New Terrain Stuff!

Let me start off by saying that the second podcast is ready, but I’m having some issues on the site. I’ll have it up by tomorrow, I think. Okay, well I’ve fixed a few of the terrain editor glitches. You … Continue reading

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