Month: June 2018

Performo

When coding a project, you can over-optimize too early, and do yourself no favors. There’s no sense in optimizing something that isn’t hogging the game down too much. Good coding habits can prevent a lot of issues. Well, it certainly isn’t too early to look at the Unity profiler...

Week 25 (since I started counting)

Maybe. I didn’t mention it during my cranky, sick E3 review last week but I did accomplish a few things with the game, and I this week I did more. Aside from various bug fixes, here’s this week’s run down on Super Slam Dunk Touchdown Season Mode development for...

E3 2000 and Late Teen

I’m not sure what my post title means, but I wanted to say “2000 and late teen” because in 2008 people were saying “2000 and late” for reasons I’ve never been clear on either, and uh, yeah. Um. So, E3. I hope my tone isn’t too poopy-pants. Full disclosure:...

Xback to Xbox One

This week was spent getting my office in better shape, which included finally re-setting up the Xbox One dev kit, and getting a build running on the Xbox One hardware. I also stumbled upon my old stash of Dogecoins, and had a brief notion that perhaps now Tipping Goat...

WEEK 22

Coach Cliphord has entered the building. Utilizing the latest advancements in Programmer Art Science, a “very, very good” Coach Clip sprite has made his way onto the field… and into our hearts? Getting things working should generally come before the final art, so getting him scripted to run on...