Author Archives : Claudio de Sa


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About Claudio de Sa

Code cruncher, word wrangler, gamer and hobby designer, Claudio likes to crush zombies, shoot zombies, slash zombies, and otherwise effect the lamentable lynching of the less-than-living legions. When his time isn't dominated by dealing with the deceased, he'll be experimenting with crazy game ideas, or be otherwise crafting things. [Articles]







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Nandrew: Ladies and gentlemen, we proudly present to you our second Dev.Mag Collaborative Review Thing™, partially because the first one was so fun and mostly because Rock, Paper, Shotgun have not yet sued us for stealing their idea. Chippit: … and because the Wolfire guys were nice enough to unexpectedly drop a […]

Lugaru


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Nandrew: Right, so, here we are with a review of Trino. Made by a bunch of guys that call themselvesTrinoTeam. Let’s kick off by mentioning that we’re going to try a new review scheme for this particular game. Chippit: Yeah, something different for the guys who were nice enough to toss […]

Trino




This article originally appeared in Dev.Mag Issue 27, released in November 2008. Ultimate Quest is one of two Game.Dev DreamBuildPlay 2008 entries. It is an expansion of a ASCII-styled text adventure that was originally entered into a Game.Dev competition, polished and completed for Microsoft’s annual competition. The following is a […]

Ultimate Quest


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This article originally appeared in Dev.Mag Issue 29, released in February 2009. Last month we covered some of the very basic ways of testing whether object A hits object B. But, while the techniques we covered could quite likely take you very far, you’ll inevitably encounter a time when they […]

Basic Collision Detection in 2D – Part 2



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This article originally appeared in Dev.Mag Issue 28, released in January 2009. Almost every video game needs to respond to objects touching each other in some sense, a practice commonly known as collision detection. Whether it’s simply to prevent the player character from walking through the walls of your maze […]

Basic Collision Detection in 2D – Part 1





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Oh dear, what’s happened here? New site? No PDF-format magazines? Hyperlinks? Comments? The horror. Or is that progress? I’d like to lean towards the latter, but the few weeks of nearly dedicated effort that it took to achieve this result tends to force my opinion; I might be biased in this […]

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