Posted in Uncategorized on November 10th, 2012 by kulseran

Today I presented at the AltDevBlogADay.com online conference with the short 15min talk titled “Blue Screen Of Death”. I tried to quickly cover some useful information about testing and what stuff you should think of coding for your game. 15 min isn’t nearly enough to get you going, but it’s enough to get a lot of ideas flowing through your head. Slides Available Here.

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Publishing Phineas and Ferb: Across the Post Mortem

Posted in Programming on February 20th, 2012 by kulseran

I just finished my post mortem commentary and screenshots from Phineas and Ferb: Across the Second Dimension.

Read it Here

So you’re going to publish a Library?

Posted in Programming on December 19th, 2011 by kulseran

So you have a bunch of utility code laying around, and you think its worth putting out there for the world to see? Lots of people do it, and there are a lot of really commonly used libraries out there that you may already be using. But there is still a lot that can go wrong when you release code.
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Porting Your Controler

Posted in Uncategorized on October 25th, 2011 by kulseran

It happens all the time. You go and read review about the newest game of the season only to find out that “it’s a shitty console port”.  What happened? Probably a lot of things, but the one I want to discuss today is the controls.  Elitists claim you can’t play an FPS on a console. They claim that you need inverted controls on your joystick. They claim that lightguns are the only way to play an FPS. They claim that platformers are better on the console. Again, what’s happening?
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Nintendo API needs a shakedown

Posted in Uncategorized on August 22nd, 2011 by kulseran

I’ve just finished working on 2 games for Nintendo, and boy does their API need a good reworking.  What makes it so bad?  For the most part it all boils down to Nintendo requiring each game to re-implement core functionality for the console. Any reasonable computing platform should be hiding as much from the application programmer as reasonably possible.  Should my application really care what else has to go on behind the scenes? no.
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Jak & Daxter Post Mortem

Posted in Uncategorized on May 1st, 2011 by kulseran

With my next game coming out, I figured I should finish the Jak & Daxter post mortem I was working on.  Now I can get to writing one for Phineas And Ferb.

Jak & Daxter: The Lost Post Mortem

Phineas And Ferb: Across the 2nd Dimension

Posted in Uncategorized on April 10th, 2011 by kulseran

Joystiq reports on my latest game! Enjoy the antics of the TV show on the Wii and PS3 platforms. No spoilers, but it has tie-ins to the movie, and fills in some of the adventures the gang goes on while dimension hopping.

Video Capture in Ubuntu

Posted in Programming on March 14th, 2011 by kulseran

Well, I’ve been making horrifically slow progress on my personal projects. But, what progress I have made seemed kinda boring as plain old screen shots. So I went hunting for a good application like FRAPS to use to record my videos. After stumbling across This Post about glc. I figured I’d give it a shot.
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Playing around with a wacom…

Posted in Uncategorized on November 8th, 2010 by kulseran

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FFMpeg Sample

Posted in Programming on October 5th, 2010 by kulseran

After some feedback on this, I cleaned up the code, added some comments, and fixed a couple errors. I now also have a SDL compatible sample usage.
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