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Features - RiverMan Media
Programming MadStone: Drawing a Wall of Blocks
Written by Paul Stevens   
Sunday, 06 July 2008 20:35

Early on in the development of MadStone, we thought it would be cool if the play field looked like a castle wall made of stone blocks. There should be blocks of different sizes and shapes, and all of the blocks should look like they fit together, no matter what shape the overall structure took on.

Sounds easy enough, right? If MadStone was built in a 3d engine, this would have been done for us, but MadStone is entirely a 2D game. The challenge here was making a set of completely 2d blocks look like they fit together in 3 dimensions.

Read more: Programming MadStone: Drawing a Wall of Blocks
 
Programming MadStone: Fairer Than Random
Written by Paul Stevens   
Sunday, 06 July 2008 18:54

Random Not Fair Enough?

When you break blocks in MadStone, new blocks fall from the top of the screen, as if you are chipping away at an infinitely tall structure. During MadStone’s early days as a crude prototype (free download available soon), the game generated new blocks and MadStones by picking one randomly based on a set of ratios. For example, you might get a 1x1 block as your next block 20% of the time, a MadStone 10% of the time, etc.

Read more: Programming MadStone: Fairer Than Random
 
New Logo!
Written by Jacob A Stevens   
Friday, 04 July 2008 21:36

We thought that the launch of MadStone was the perfect opportunity to rethink our logo. Our new logo is the silhouette of a bonsai, with text set in the Adobe Jensen. Jensen is earthy and organic, and is one of the first typefaces ever used in the original Gutenberg printing press. We can’t take all the credit for our new logo though. My longtime high school friend, Jessica Mayer, from www.cleandesigns.net was the mastermind behind our new company image.

MadStone feature image
Read more: New Logo!
 
Abe Pralle's Codeblog
Written by Jacob A Stevens   
Tuesday, 03 June 2008 15:57
My good friend Abe Pralle just started a new blog focused on programming topics and game development. Check it out here:

http://abepralle.wordpress.com

Abe is the mastermind behind the programming language Slag and the graphics framework PlasmaCore. Abe has been a programming instructor at Northern Arizona University for years, but now he is finally opening up his mastery of coding knowledge to the world. If you’re a game programmer or want to become one, I highly recommend you check out Abe’s new blog!
 
Animated Explosion Tutorial in DarkTree Textures
Written by Jacob A Stevens   
Tuesday, 13 May 2008 19:43

explosion

DarkTree Textures from Darkling Simulations is one of those hidden gems of the graphics world that has permanently changed the way that I create art for games. Using a sublime blend of art and mathematics, DarkTree Textures allows you to create images and animations that would be virtually impossible to create by hand. I commonly use DarkTree textures to create special effects like flames and smoke. This tutorial will introduce you to the power of DarkTree by showing you how to create a simple but effective explosion animation.

Read more: Animated Explosion Tutorial in DarkTree Textures
 
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