Category: game development

Phaser es6/webpack + PhaserInput

Lately I’ve been trying to work a little bit more with Phaser in my free time since we use it a work a bit. Luckily for me, Leandro Cabrera has created a boilerplate project which allows me to write and structure phaser games in a sane way. Also luckily for me, Azerion maintains a plugin […]

Fastlane build numbers for Unity

Recently on a project, I came across a problem where the Fastlane Unity action I am using was blowing away the info.plist of the generated xcode project despite the Unity project being marked as “Append” instead of “Replace”. The reason this is a problem is we wanted each build to be uploaded to hockey app with a unique […]

Simply deploy and view Unity logs on Android

Having to plug your phone into your computer every time you want to test your game or app on android sucks. Luckily there is a simple way to do it. Add adb to your path variables. Connect your phone to your computer In terminal run: adb tcpip 5555 Disconnect phone Find phones IP address: Settings > About […]

Getting started with HaxeFlixel

With Haxe gaining so much popularity, flash work declining and my want to make 2d games with a language I’m already fairly familiar with that I can publish to multiple platforms, I’ve decided that Haxe is the right move. With that decision I had to pick a game engine and it was really between Flambe […]


Moving from Actionscript to Unity one of the things I missed the most was a framework like Robotlegs that has been the base for any as3 project I’ve done in the last year or two. Recently a buddy at work discovered StrangeIoC and I must say, it is awesome.  If you haven’t used and IoC […]

Unity development – 3rd party tools I couldn’t live without

For the last few months, I have primarily been doing only Unity work and have come to rely on a few third party tools every day: RageSpline Generate 2D vector graphics inside Unity Editor with bézier splines Fully adjustable colors and gradients + emboss styling Multi-texturing with easy texture positioning Automatic physics collider generation […]

What is the best way to achieve a Flash/Unity app with shared Nodejs server?

Over the last week or so I have been looking into creating a shared nodejs server that has flash and unity interfaces. I’m still rather new to nodejs so this is a post to ask a question; I’m considering creating a JS file that flash and unity communicate to using external interface calls instead of […]

Lantern's Market

I would like to explore and get some thoughts out of my head on this topic.  But before I get too far into this, I should first explain a little about Lantern’s item system, crafting, questing, rare items and in general how they are collected. A feature that hasn’t been fully scoped out yet, but […]

Lantern Map

Look at this awesome map! Look at it! This is a rough map I made in a few minutes for my friend William aka jetfx ( William is a cartographer, a world builder freak and an aspiring author. He will hopefully be helping me with my maps and story for Lantern as we move forward. […]

Random Encounters

Progress on Random Encounters, a mini-game of sorts that I am using as a test bed for some of my Lantern concepts, is slowly trucking along.  The game engine along with it’s content creation tools are almost complete. Skinning hasn’t been thought about yet, but the game itself is close.  Something that I need to […]