Published Breathe to the Chrome Web Store
Finally made all the assets and published Breathe to the Chrome Web Store.
Finally made all the assets and published Breathe to the Chrome Web Store.
I don’t use the service much, but really like the way they’ve written their Terms of Service.
It’s much easier to load my thoughts into someone else’s little box and hit “Submit” (perhaps the most well-chosen interface word of all time). But submission comes at a price. My personal information, my finances, my family connections, my ideas—all are now in the hands of those to whom I have submitted.
From Reboot the World by Paul Ford
I have been drooling over this tablet the past couple of days.
There is always a voice in your head. For long periods, mine was telling me that club music isn’t real music. If you consider yourself a true artist then sometimes that isn’t enough.
From the XLR8R podcast and interview of Berlin based Israeli DJ producer Maayan Nidam
Yu and Hull were happy. “It’s a cool property of the game!” says Yu.
“It doesn’t really bother us because it becomes part of the lore, like this supposedly unkillable thing is killable. That someone worked out how to kill it was pretty nifty.”
From the Rock Paper Shotgun article
A look into the IETF’s consensus process and the benefits humming instead of a show of hands for voting.
/ˈluːsɪd/
— A lucid moment in his madness.
An essay explaining why engineers tend to use the passive voice, and where it should actually be used.
/ˈstɒpɡap/
— This JavaScript code is just a stopgap solution, we should change the API soon.
Casey Muratori, a game programmer is making a professional quality game from scratch using C and C++, and he is streaming the whole process on Twitch. (via TIGSource)
/dīˈkädəmē/
— A rigid dichotomy between science and mysticism.
David Braben walks us through the making of Elite and how they fit entire galaxies in just six bytes (via Elite – 30th Anniversary).
Disasterpeace goes over his process of creating synth patches for the soundtrack of FEZ using Native Intrument’s Massive and a lot of bitcrushing.
First heard this track in the Eats Everything Origins video.
Recently came across a YouTube channel called Full Indie. It has interesting talks about game design, development and experience.
2D raytracing tutorial that teaches how to do effects similar to Monaco and Nothing to Hide
Jonathan Blow the creator of Braid talking about programming independent games as opposed to normal development. I only heard the first 40 minutes (skipped the Q&A) because there is no video after that point and its hard to relate to the game demo. I forgot where I found this from.