Tag Archives: issue28

Basic Collision Detection in 2D – Part 1



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 with a simple collision grid array, or if it’s to test if any of the hundreds of projectiles fired by a boss character in a top-down shoot-’em-up have struck the player’s ship, your game will likely require a collision detection system of one sort or another.

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Flash for Free

This article originally appeared in Dev.Mag Issue 28, released in January 2009.

Many of you have experienced it. You go online, log into your instant messenger or e-mail account and receive a link from some excited friend saying, “ARARRRAARARR PLAY THIS GAME ASBFLARGAFAG www.insertrandomlinkhere.com!!!!!” Chances are it’s either an Internet booby trap (if you have thosekind of friends) or an awesome browser-based something brought to you by Adobe Flash. And if you’re a keen game developer, you’ve probably slobbered at the idea of creating some of these cool games yourself.

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PAA: Episode 2

This article originally appeared in Dev.Mag Issue 28, released in January 2009

When one talks about the development of episodic games, there are normally two distinct advantages that get touted. The first is a steady cash flow. The other is the ability to iteratively improve on the game as each episode comes out and players are able to dictate what they liked and didn’t like. Episode 2 of On the Rain Slick Precipice of Darkness (henceforth referred to as “Episode 2″ to save my fingers from an early death) follows this philosophy to the letter. In fact, this review could be boiled down to four words: “Episode 1, but betrar”. [Does a number count as a word when it's written out as a number? - Ed]

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Daniel Remar Interview – Iji

This article originally appeared in Dev.Mag Issue 28, released in January 2009.

To accompany our review of the game, Dev.Mag sat down with Daniel Remar, the sole creator of Iji, and harassed him with questions about the development of the remarkable game.

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Iji

This article originally appeared in Dev.Mag Issue 28, released in January 2009

Here goes: if one were to attempt classification, Iji could be described as a “Nonlinear Action RPG Platformer”. It borrows thematic and gameplay elements from System Shock and Deus Ex, marries them with tactical platformer gunplay a la Blackthorne, and presents it all using the same basic polygonal graphics that made Another World so visually distinctive.

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