The one year game develpoment duel
  • Jan

    15

    Transitioning an Image but Not a Mask in Corona SDK0 commentscoronalearning

    I was recently playing around with image masking, and I wanted to transition the mask so that the image behind it gradually appeared on screen. Unfortunately, Corona doesn't allow you to transition masks, but after doing a little research I learned that you can use groups to transition the image behind the mask. Here's an example to see what I'm talking about. Read More

  • Oct

    8

    Quarter 2 Game Development Stats0 commentsthoughts

    I just finished up my second quarter of game development and have fresh round of statistics to share with you all. Numbers never lie and the numbers say that while my productivity stayed consistent, less time was spent on programming and more was spent on game design. My marketing efforts stayed about the same and both the blog and Twitter readership grew at a slow and steady rate. Read More

  • Sep

    24

    Level Design – Concept to Creation0 commentsartdesign

    I've been working on level design with an illustrator for the last couple weeks and things are really moving along nicely. What once took about 3 days of work is now condensed down into almost a day. We have 5 or so levels knocked out at this stage and I thought I'd share the process on how they come to life. Read More

  • Aug

    26

    Designing Backgrounds for Multiple Aspect Ratios and Corona’s Config.lua7 commentsartcoronadesignlearning

    One of the reasons I chose Corona SDK as my development platform was because they support many devices across many platforms. But mo' devices means mo' problems, and one of those problems is creating artwork that scales across all devices. Read More

  • Aug

    18

    Handling Z-Index by Screen Coordinates4 commentscodecoronalearning

    One problem that I ran into with my game was that my characters and images were not being properly z-indexed. For example, the dwarf in the image below looks like he's pasted on top of the tree, even though his position on the map suggests he should be behind the tree. Read More

  • Jul

    31

    What I’m Looking for in an Illustrator1 commentartdesign

    I'm in the process of contracting an illustrator and so far I've looked at more profiles on deviantART and Behance than I can remember. I thought this would be an easy process, but I've never worked with an illustrator before and I never realized how many variables would come into play when searching for the right person. I know I won't find everything I'm looking for, but here are some of the variables I'm taking into consideration while looking for the right person. Read More

  • Jul

    22

    Getting Started with Corona3 commentscoronalearning

    I've been working on my game for about three months now and I feel like I'm in a pretty good spot. I have a good grasp of LUA and the Corona SDK and my problems are more focused on what type of game to make and not how to make a game. I've spent a lot of time reading documentation and taking tutorials and I want to share the resources that helped me get started with any fellow beginners out there. Read More

  • Jul

    9

    3 Months of Game Development Statistics0 commentsthoughts

    I'm hoping make my game development process transparent as possible, so on a quarterly basis I plan to publish some figures related to productivity, marketing, code count, and anything else that may be relevant to other game developers out there. So without further ado, here are some stats related to my first three months of game development. Read More

  • Jun

    30

    Dynamic Image Selection with Corona and Texture Packer3 commentscodecoronalearning

    Most mobile apps are developed to run across multiple devices, which means developers have to account for multiple screen resolutions. Image scaling is an important part of multi-device support because you want to use higher resolution images on modern, high-res devices, while using lower resolution images on low-res devices. That saves memory on the low-res devices while maximizing all of the pixel density goodness on the high-res devices. Lucky for Corona SDK developers, Corona makes image scaling a breeze with their dynamic image selection feature. Read More

  • Jun

    24

    Health Bars and Taking Damage in Corona SDK3 commentscodecoronalearninglua

    It's common to see health bars attached to a characters in video games, and in this tutorial I explain how that can easily be accomplished in Corona SDK. And as an added bonus, the health bar also updates as the character takes damage. Read More

  • Jun

    18

    10 Movement Grid Display Techniques0 commentsdesignlearning

    An easy way to add distinction and flavor to your game is to make seemingly standard concepts into unique game art. For example, two visual elements that pretty much all turn based tactical games contain are a means of displaying how far character can move and what enemies are within attack range. It would be easy to just make some squares green and others red, but you'd be missing an opportunity to add a little polish to your game. To visually understand what I'm talking about, here are screenshots of games that implement standard concepts in unique ways. Read More

  • Jun

    3

    Isometric Tiles and Pathfinding with Corona1 commentcodecoronalearning

    I previously wrote a tutorial on how to create a square grid and implement pathfinding with Corona SDK and the Jumper library, but now we're going to take things up a notch and do the same thing on an isometric grid. Isometric grids use rhombus, or diamond shaped tiles, as opposed to square tiles. The introduction of angled tiles adds the perception of depth and can dramatically change the visuals of your game without adding much complexity to your code. Read More

  • May

    21

    Common Turn Based Game Projection Techniques0 commentsdesignlearning

    A couple commonly used projection techniques for turn based video games are orthographic and isometric projection. I'm in the process of figuring out which technique I'll be using for my tactics game and I've been looking into the pros and cons of each method and how they've been used in previous games. Here's what I've discovered so far. Read More

  • May

    5

    Health Display Roundup3 commentsdesignroundup

    Visually displaying a character's health has been around for over 30 years and continues to be a mainstay of video games. From Zelda to Starcraft, these small graphics play a large role in how games are played and how information is communicated. The turn based game I'm working on will include health bars, so I've been looking into how other successful games have given their characters life. Here is a quick roundup of some of the more popular techniques I've come across. Read More

  • Apr

    24

    Pathfinding in Corona with Jumper and A Star1 commentcodecoronalearning

    If you're making a grid based game and you need a character to move from point A to point B while avoiding obstacles, then you're going to need some type of pathfinding. Luckily for us, Roland Yonaba utilized the power of A Star, a popular pathfinding algorithm, and made it even better with his open source Jumper library. Visually, what we're trying to accomplish looks a little something like: Read More

  • Apr

    22

    4 Tips from The App Store Playbook0 commentslearningmarketingthoughts

    I recently bought The App Store Playbook, written by Shane Lee, because Hunters was highlighted and it's one of my favorite iPad games. Fortunately for me, the other 9 interviews were all solid, and I came away with some good indie game dev tips that I thought I'd share. Read More

  • Apr

    10

    Animating Sprites from a Texture Packer Image2 commentscodecoronalearning

    I've been experimenting with animation and recently ran into a little trouble with spritesheets, TexturePacker, Corona SDK and animation. The problem started when I wanted to animate some sprites from opengameart.org. The download included 89 animation sequences and each animation contained 8 individual character sprites, which looked like: Read More

  • Apr

    7

    Why I Chose the Corona SDK over Sprite Kit, Unity, or Cocos2d-x6 commentsthoughts

    I've spent the last couple of weeks testing out different 2d game development frameworks, and I've decided that the Corona SDK is the tool for me. I was hoping there would be a standout framework that could make basic 2d games much better than the others, but I feel they each have pros and cons and they can all make games just fine. What it really comes down to is what makes me comfortable and excited about game development. I'm not qualified to list out the pros and cons of each environment, since I've been developing games for all of two weeks, but I can tell you why Corona won my business. Read More

  • Mar

    26

    Expectations1 commentthoughts

    The official winner of this competition (and bragging rights) is going to be the brother whose game makes the most money, but all won't be lost if I come closer to my end goal of becoming a game developer. Bruce Lee said that, "a goal is not always meant to be reached, it often serves simply as something to aim at", and here are the targets that I've set out to hit. Read More

  • Mar

    26

    Why I Blog3 commentsthoughts

    When Ryan and I decided to hold this competition, the first thing we did was create this blog. It was tempting test game development frameworks, prototype, or do anything actually related to game development, but we know first hand the benefits of blogging on both yourself and your product. Blogging does cut into precious development time, but I believe the benefits outweigh the costs for a number of reasons. Read More

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What's this contest about?

Armed with little to no game development experience, the Brothers Campbell are attempting to make video games for a living. We believe the best way for us to learn is to do what comes naturally to brothers — Compete! The challenge is to see who can make the most successful video game on a budget of $25,000 and in one year’s time. The duel begins on April 7th, 2014 and we'll be documenting the journey.


How will you determine the winner?

It’s simple. The most profitable game wins. We’ll have 6 months to market the game after the one year development deadline on April 7th, 2015.

Learn more about the competition