New Release: Wiggly Things!
Greetings, avid online game player. I’ve made another game that, hopefully, you’ll enjoy playing: Wiggly Things! Wiggly Things draws some basic inspiration from an old Gameboy Advance game called Hot Potato, at least for the color-matching mechanics. Development was done in multiple “sprints” between October-December 2018 and took roughly 60 hours (including producing, programming, art, […]
A Day In The Life Of A Video Game Programmer
There’s this video on Youtube going by the name of “A Day In The Life Of A Silicon Valley Engineer”. Look it up. It’s goddamn cute. Here’s a day in the life1 of a video game programmer2
The Salty Programmer: It Is Stupid!
Searching for “fuck” in production code yielded some interesting results…:D
In The Mood
4 am. Excruciating abdominal pain. Heavy rain outside. Argento’s Demons is playing on TV. Reading SCP 1730 🙂
New Release: Amazing Acrobats!
Hello, faithful blog reader. Here’s another Piron Games release for you to enjoy: Amazing Acrobats! Much inspired by Tetris, by 99 Bricks and by one of my previous release, namely That Word Game, it’s a game where physics gets involved to balance acrobats. Development took about 50 hours, on and off, during September 2018. It […]
New Release: Don’t Worry!
Hello there, kittens, and welcome to yet another Piron Games release: Don’t Worry! Much inspired by Filler, it’s a small game to kill 5 minutes: create smileys, dodge enemies and fill up the screen with smileys! It was developed in August 2018, over the course of 3 weeks (around 50 hours effective development time). This […]
New Release: Laser Lab!
My latest game, Laser Lab, has finally been released! Play it now, it’s got lasers, mirrors, fancy lab-equipment and 20 levels to keep your science muscle flexed :p The game was much inspired by Deflektor (even the internal name is, well, Deflector Project), and funnily enough, back in 1995, I’ve also made a clone of […]
The Salty Programmer: No Curse, No Rewards
as found in production code 😀
The Salty Programmer: Beware The Rise Of The Machines
as found in production code 🙂
Porting Haxe 2.x to 3.x Is “Ewwww”
Just got around to try and finish a game (a physics puzzle, what else), that was in an advanced state of development years back and this means looking into 4 years old Haxe 2.x code that doesn’t compile anymore on Haxe 3.x. So many breaking changes and very annoying ones, for that matter…like that one […]