low poly helicopter

Hi there again!

I thought it's time for a new low poly model :-)

but I'm still working on it (or at least I hope so ;-))

progruess

I'm still not going out of puns ;-)

After I've hopefully fixed the last bug in my new dropdown component and also have polished the gui class constructs, finally another download again:

Here's an excerpt from the release notes:

12 months 12 samples - april

aaaaaand almost in time! :-)

Welcome back to "12 months 12 samples"! So before I tell you something about my internet failing etc, the bold truth is: I just didn't get it in time!

So here we go again: I was quite impressed by Puppy Games' Droid Assault that I dedicated the april to them (but with self-made graphics). 

drop it like it's hot

Hi again!

Today I decided to refactor my user interface design - menu items aren't enough on the long run. So I started with applying a new design pattern to them PLUS add a dropdown class, so at least something visible would happen:

Yeeha! 

So good fight good night!

all work no play

Hi there!

It's been quite a time, because i've been working on my tutorial on indiedev.de and other stuff. So just a life sign in form of a screenshot and a download today:

Perhaps some key words what I've been doing so long:

roguetastic!

At least I've got a new screen to make all of you keen in the tutorial on indiedev.de!

so stay tuned there as well ;-)

12 months 12 samples - march

hi there!

well, the newest sample is unfortunately not the tech tree I'm working on, but stay tuned, it's just a matter of time :-)

This month, I have a little program for you which determines the supported resolutions and stuff, useful when it comes to configuring a game:

For all the others who want to know what could be SO important that I neglect my primary objective for this year, I have a little link for you:

we call it 'reason'

hi there!

sometimes politics see that even a stupid opinion is an opinion. and they ask for it! and as long I won't have to cross the 'chuck norris bridge' every day, I find it quite funny :-)

foto and article (c) time magazine.

more rogues!

and here we go again!

so I wasted my weekend by learning some pointer stuff "the hard way":

main features are:

  • screen manager like in the xna game state management sample 
  • menu screens
  • player classes
  • flexible handling of things :-)

so stay tuned, i'll sure improve many things, after the basic framework is now set up:

future fast food

I always knew it makes sense:


[image taken from time magazine]

I just thought the big burger shacks do that since the eighties ;-)