Author Archives: James Rhodes

Tychaia on Linux.. sort of

So for the past few months we’ve been working on two things: Reworking the procedural generation to be 4x-20x faster. Multi-platform support through MonoGame. Both of these goals are rapidly approaching completion.  We’ve got the procedural generation system working in … Continue reading

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Tychaia Update

I’ve been talking on Twitter and Google+ for the last few days about getting Tychaia running in the browser with JSIL.  Unfortunately it doesn’t look like we’ll be able to do that because Javascript doesn’t support full 64-bit integers natively, … Continue reading

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Ludum Dare Results

So it doesn’t look like I’ll get to finish my Ludum Dare entry (have to go to work tomorrow!) Here’s some pictures of it though.. The idea was that you were given missions to steal things from places around the … Continue reading

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Tychaia / Ludum Dare

Another Ludum Dare is upon us!  I’ll be jamming and making cool things with Andrew Brophy and Josh Bradbury this weekend.. :D In other news, Tychaia is coming along nicely.  Harvey and I have made significant progress since the last … Continue reading

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MelbourneIndie

Introducing… MelbourneIndie. We have a lot of independent game developers in Melbourne and they all have something interesting to say. But keeping up with everyone’s individual blogs when you want to keep up with what’s going on is a little … Continue reading

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Vim Settings

Here’s a nice set of Vim defaults for working on C++ code. You probably want to configure your terminal for 256 colors (TERM=”xterm-256color”) somewhere in .bashrc to take advantage of the nicer colours on autocomplete as well. Tabs as spaces; … Continue reading

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Tychaia

This is a short update for those that don’t follow me on Twitter. Josh and I are working on a new game called “Tychaia”; it’s a procedurally generated, infinite world, hardcore RPG. We hope to have some kind of official … Continue reading

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On Protogame

QUICK! You have 48 hours to make game… but you don’t really know game engines that well and you don’t want to spend half your time learning one. What if there was a way to rapidly prototype 2D games in … Continue reading

Posted in Game Engines, Game Jams | 2 Comments

A wild blog post appeared!

So now that university is over for another semester, I can get back to working on awesome things like GAMES. So here’s a recap of everything that happened in the last 3 months. Molyjam 2012 This was pretty awesome (getting … Continue reading

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So GDC ’13.

I finally got sick of watching everyone else go to GDC without me, so here’s my goal: Save up $6000 to go to GDC 2013. I have a big note on my desktop that’ll continuously remind me of how much … Continue reading

Posted in Games, GDC, Hell Yeah!, IGDA Melbourne | 1 Comment