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A Game in 2750 Days

Forged in the fires of the first Game in a Day, Atoms (now Neutron Flux) has finally shipped 2750 days later. This is it's history in screenshots.

Author Tom Bampton Date 01/31/2012 (8:09 am) Comment 8 comments

GID23 and NPC Editor

Last weekend was GID23. Gary Preston and I teamed up again to produce a sequel to the old Teaminator game from GID 3.5, called Teaminator: Brew Isles. As a base we used a heavily modified TGE 1.5 c...

Author Tom Bampton Date 08/19/2007 (8:06 pm) Comment 6 comments

Fun with Lua

Lua is a great little language. It's small and simple, yet powerful and flexible when you know how to use it. Embedding a Lua interpreter into an arbitrary application is easy, if requiring a little c...

Author Tom Bampton Date 07/25/2007 (12:19 pm) Comment 20 comments

How NOT to make a game

In a http://www.garagegames.com/blogs/22864/9877 I ranted about Need for Speed: Most Wanted. At the time, I vowed never to play that game again. I also vowed never to buy ano...

Author Tom Bampton Date 06/10/2007 (6:38 pm) Comment 8 comments

Thinking Outside the Box

The Problem This is the box. Within the box are all your preconceived ideas. Unfortunately, the box is also used by dog o...

Author Tom Bampton Date 11/18/2006 (10:44 am) Comment 11 comments

Alive and Ticking: Now with exploding ants

When we were originally working on concepts for Alive and Ticking, Nauris sketched up some concepts for critters. After getting the A-Star code running, I threw together some simple AI using some past...

Author Tom Bampton Date 11/03/2006 (12:45 am) Comment 12 comments

Fun with zips

As some may know, I maintain a "useless todo list." This list includes all the mostly useless things I intend to do someday, maybe. The problem with the useless todo list is that whenever I end up act...

Author Tom Bampton Date 10/28/2006 (2:36 am) Comment 9 comments

Alive and Ticking gets to Beta .... err, almost. (Warning: Screenshot Heavy)

It's been a while since the last .plan on Alive and Ticking. Many thousand lines of code and quite a lot of art later, we're finally getting really close to beta. I had hoped to get it to beta by IGC,...

Author Tom Bampton Date 10/02/2006 (11:31 am) Comment 8 comments

Internal Name Operator

There's been some discussion for a while about internal names. They were originally implemented in TGB to make GUI code a little easier to write ... but findObjectByInternalName() is long and irritati...

Author Tom Bampton Date 09/07/2006 (5:03 pm) Comment 24 comments

Learning C# the insane way

Learning C# is one thing that I've been putting of for a long time. The only reason for that was I haven't needed it and I knew I could pick it up really quickly. After finally getting some code wo...

Author Tom Bampton Date 08/31/2006 (4:50 am) Comment 29 comments

A game in 20 minutes

So far, this week has been filled with debugging hell whic...

Author Tom Bampton Date 08/16/2006 (6:39 pm) Comment 13 comments

A humorless anecdote about code kicking me in the nuts

When I look back over some of the things I've done with Torque over the years, the overwhelming theme is that I am totally insane. There is method to my madness, but there is often extreme madn...

Author Tom Bampton Date 08/03/2006 (4:49 am) Comment 9 comments

A handful of handy Torque tips

Torque 1.4 has got an incredible amount of useful code, and a lot of it is not obvious. This blog is a handful of handy tips on some of the less well known aspects of Torque, and some of the more well...

Author Tom Bampton Date 07/26/2006 (11:19 pm) Comment 22 comments

A couple of ways to tell your game is fun, and some screenies

A couple of ways to tell if your game is fun 1: You take the latest build to a friend's house expecting to do a quick 10 minute demo to show off, and you end up playing it for an hour becaus...

Author Tom Bampton Date 06/16/2006 (2:21 pm) Comment 10 comments

Alive & Ticking Gameplay Video

If you read my http://www.garagegames.com/blogs/22864/10364, you'd have seen this screenshot: Since it was a p...

Author Tom Bampton Date 05/01/2006 (10:27 pm) Comment 15 comments

Procedural Gemoetry - or something like that anyway.

Last GID I decided to make a 3D BomberMan clone. After the GID, it looked like this: The level was built automatically from a te...

Author Tom Bampton Date 04/29/2006 (3:00 pm) Comment 5 comments

GID j - 3D Multiplayer Bomberman

It's been a while since I've actually taken part in a GID so this weekend I thought I'd go a little bit mad. Unfortunately, I was out all day Saturday so I only had Sunday to work on it. I've been ...

Author Tom Bampton Date 04/10/2006 (1:29 am) Comment 13 comments

SunBurn Multiplayer and T2D Networking TDN Article

Here we have a multiplayer game of SunBurn. First, the host: And now, the client: [image]http://private.tinyirc.net/sbnet/sbMul...

Author Tom Bampton Date 03/07/2006 (1:07 am) Comment 5 comments

A short rant on how not to make game AI

I am not usually one to blog on the ins and outs of game development. I prefer to leave that stuff to the likes of Jeff Tunnell. He always does it so much better then I ever could. I am busy as hel...

Author Tom Bampton Date 02/22/2006 (5:49 pm) Comment 17 comments

Sunburn/T2D and Networking ... it finally works!

I don't usually like to post two .plans in fairly quick succession, but continuing on from http://www.garagegames.com/blogs/22864/9730 ... [image]http://private.tinyirc.net/sb...

Author Tom Bampton Date 02/09/2006 (4:18 pm) Comment 2 comments

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