Archive for July, 2011
Posted by error454 on 07/10/2011
UPDATE 2: What was formerly the Self-Timer and Burst-Frame patch has been replaced. To maintain compatibility with older camera patches, the new patch combines the following patches into a single Tweaks-supported patch:
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Posted in Homebrew, WebOS | Tagged: burst, camera, patch, timer, webos | 33 Comments »
Posted by error454 on 07/07/2011
This post is part diary and part tutorial.
I will cover:
- 2D in 3D camera basics
- Camera view extent detection
- Fitting the camera view to contain certain objects
- Special FX
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Posted in Shiva 3D | Tagged: 2d in 3d, angry satellites, camera, fit objects, shake, shiva, shiva 3d, shiva3d | Leave a Comment »
Posted by error454 on 07/04/2011
I am going to cover some of the more technical aspects of our game design in this post.
AI Navigation – Dynamics vs Translation
The design for our first level has enemy ships (Drones) spawning from 6 locations on the screen. At first, our only criteria for the drones was that they be on a collision course with the satellite. In this model, we were using setTranslation to calculate the drone position every frame. For arc’d shots, we would have the drone follow the path of a circle.

4 spawn points in the corners of the screen, 2 on the mothership.
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Posted in Shiva 3D | Tagged: ai, avoid, dynamics, flee, navigation, offsetpursuit, pursuit, seek, shiva, shiva3d, translation | 2 Comments »
Posted by error454 on 07/03/2011
Dear Diary,
A little over 3 months ago, my brother and I were sitting around the man-cave throwing ideas around. We were strongly impressed by the concept of a game like Angry Birds only in outer space where orbital physics would be used to slingshot projectiles around planets. After much sleep deprivation, school-girl giddiness and white-board scribblings, we embarked on the journey of indie game development.
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Posted in Shiva 3D | Tagged: angry satellites, diary, games, indie, shiva, shiva3d | Leave a Comment »