Author Archives: nathan

Resolution Woes · May 9, 2012

Oh, my unbridled naivety! My last post discussed a new game, and how quickly it was coming together. Of course, any project is easy to start, and the real difficulty is dealing with the soul-crushing minor issues that rear their heads when you’re almost done. In my case, dealing with image assets for 3 different [...]

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Preview: Shikaku Madness · April 6, 2012

It’s been a day of breaking blog silence! Part two of the Unity tutorial probably isn’t coming any time soon, in part due to the fact that I’ve been pluggin’ and chuggin’ on a new game. Yes, you can kick me now: it’s called Shikaku Madness, and yes, it’s a game based on an obscure [...]

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Unity Tutorial – Alien Attack (Part One) · February 27, 2012

Finally, after a lot of procrastinating, here’s the first part of the introduction to Unity that I promised so long ago. Unity is both a game engine and level editor, and is primarily visual in nature. You’ll create entities (known as “GameObjects”) in your game, then tell them how to act by attaching “components” to [...]

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Review: Triple Town · February 9, 2012

Since it’s been a few weeks since I last posted, I figure my loyal audience might need an update as to what’s happening in Ganbaru Games-land. Well, in December I took a break from development to play through The Legend of Zelda: Skyward Sword (which was awesome, by the way). January was regulated to dealing [...]

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Review: Super Crate Box · January 13, 2012

Heyooo, time again for me to write another game review instead of actually making games! This installment will cover the “underground” PC hit with the most redundant/nonsensical name ever, Super Crate Box. Super Crate Box (hereafter, SCB) was released a year ago to critical acclaim by Dutch developers Vlambeer. Unfortunately, the first release was Windows-only, [...]

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End of 2011: Giving Back · January 3, 2012

As you all may have noticed, it’s 2012 now. The end of every year has its’ share of annoyances, not least of which are people trying to get you to donate money before the end of the year. If you visited Wikipedia at all in the past month, you’ve no doubt completely tuned out the [...]

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Intermission: The Legend of Zelda: Skyward Sword · December 14, 2011

As you can see, since announcing that I was going to start dabbling in Unity, I actually haven’t done anything! The cause of this is the fact that I’m currently ~20 hours in to the new Zelda game, Skyward Sword. Basically I’m trying to recharge and remind myself why I like games in the first [...]

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Unity Challenge · November 30, 2011

It’s about time to learn something new. After publishing a few iOS projects using cocos2d as a programming framework, I’ve decided that I’m finally going to learn how to use Unity. I’ve always been on the cusp of using Unity since I first found out about it. At first, it was the $100 price tag [...]

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Introducing BreakApp · November 14, 2011

Despite the relative silence of the blog recently, I’ve still been programming. After updating Nonogram Madness and Revolve Ball, I wanted to do something new, so decided to make a small productivity app. The result is BreakApp, a simple application for iPhone and iPod Touch which tries to remind you to take breaks from sitting [...]

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cocos2d + Game Center Achievements · November 1, 2011

If you’ve been following along on the blog, I posted a few months ago about how to easily integrate Game Center leaderboards into your cocos2d game. Game Center is pretty great, because Apple writes basically all of the code for you, and they also provide a web-based interface to create your content. My previous tutorial [...]

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