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Tag Archives: MacGuffin’s Curse
Images From Feyre
Hey all! We’ve been itching to show you how the game’s been going for a while – so here’s a bit of a look at some of the work our fantastic artists have put together. Not being an artist myself, … finish reading Images From Feyre
GUI, UI, and HUD
What do these terms mean to game development? The acronyms, themselves stand for Graphical User Interface, User Interface and Heads Up Display. GUI (goo-ee) and UI (you-eye) can be used interchangeably, and to be honest I’m not expert on correct … finish reading GUI, UI, and HUD
Sound Advice
Today I began the dreaded task of telling our sound designer how long the sounds we’ve requested need to be. This doesn’t sound too difficult, does it? “Gimme a twang with a burble in it“, maybe you think. “And one … finish reading Sound Advice
Press Roundup
It’s been so quiet today that I can only assume two things – 1) the team is madly working towards hitting the prototype milestone or 2) they’ve fled the country, or possibly died of exhaustion. Okay, three things. So while … finish reading Press Roundup
Goodbye 800×600
Jolly Rover was developed at 800×600 resolution, which was to ensure maximum compatibility with systems on PC and Mac. Moving onto MacGuffin’s Curse I thought it made sense to support this resolution as well, but we’re currently maintaining 4 resolutions … finish reading Goodbye 800×600
Tools vs Development
It’s no doubt that good tools can help the game development process. This is why we chose Unity, this is why we bought Sprite Manager 2, EZ GUI, and EZ Game Saver, because we wanted to have good tools to … finish reading Tools vs Development
Posted in Game Development
Tagged MacGuffin's Curse, Programming
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DIY Press
Well, what do you know! DIY Gamer, from the media we met during GDC, has done a short writeup on MacGuffin’s Curse! Unfortunately their site seems to be having a bit of technical trouble, so here’s some nice quotes tracked … finish reading DIY Press
Gameplay – A Game’s DNA
We’ve gotten back into the swing of things after our trip from GDC, and it has been a busy but productive week. Just take a look at the image below, which, as I’m sure you know, is a work in … finish reading Gameplay – A Game’s DNA
Understanding Tiles
Back from GDC! However, as is typical when you get back from a trip, work didn’t really start happening until Thursday, when we had a meeting about art style, or more specifically, animation, tilesets, and our plans for cutscenes. Seeing … finish reading Understanding Tiles
Oh, What a Weekend
Well, GDC has finished for the week, sending our collective marble back to the apartment for an exciting weekend involving high fructose corn syrup and clam chowder. We certainly can’t argue that it wasn’t productive. Well, we can, but I … finish reading Oh, What a Weekend