Blog

How to achieve your goals – The 5 Ps to success

24 June, 2014 | Self Development

If becoming a billionaire success story was easy, then everyone would be one. But obviously this isn’t the case in the world we live in today. In fact, you need to treat aiming for a huge goal like fighting a war. It really can get that serious. There will be sacrifices. There will be long days of uncertainty. There may even be days you go without food or water. In such harsh times, you will need the will to press on. For it is this that separates the victors from the losers. Continue reading


Being Intentional – The Key To A More Productive Day

24 June, 2014 | Self Development

A lot of us often struggle to find apps or tools to help us stay focused or increase productivity. You download them on to your computer or smart phone. If it’s a task management app, you create a to-do list with a list of things you plan to do over time. You are off to a good start. You use it for about a week or so… then it’s ignored for all eternity. What could be wrong, you ask. Productivity seems elude you. Continue reading


Why becoming more self-aware will help you start succeeding

23 June, 2014 | Self Development

Before you begin any journey that involves change, such as deciding that you want to become successful, you must first understand where you are at that moment. This includes knowing what fears, blockers and constraints are preventing you from taking the first steps. If you don’t take the time to do so, moving forward may start to seem impossible. Continue reading


Dev Log – Battle Buggy Grounds – 23/05/2014

23 May, 2014 | Battle Buggy Grounds

Talk about reaching an important milestone. After struggling with this for a while, I was finally able to come up with a player leveling up system that ain’t too shabby. I also introduced a new flying enemy type. Codename “birdie” is an annoying mini-F16 that is relentless. I also just started to work on crates and more ammo pick-up. Continue reading


Dev Log – Battle Buggy Grounds – 02/05/2014

2 May, 2014 | Battle Buggy Grounds

If you use Game Maker to make games as well, you know that I had the options to use Timelines or Alarms (or both) to create a spawning system. I just used Alarms. It wasn’t that complicated so I didn’t feel the need to really get into timelines. Continue reading


Dev Log – Battle Buggy Grounds – 01/05/2014

1 May, 2014 | Battle Buggy Grounds

8 different weapons types for the player. It was a fun process figuring out the kinda weapons I wanted the player to have. They not only had to be “awesome”, but they needed to behave that way as well. As opposed to creating an arsenal of increasingly more powerful weapons, I employed a strategic approach (player will have to know when to use the right weapon). Continue reading


Dev Log – Battle Buggy Grounds – 25/04/2014

25 April, 2014 | Battle Buggy Grounds

Talk about momentum. I was able to do a whole lot more than just work on the HUD. I mean, the game now has an experience/leveling up system, health system, points system, cash system, enemy counter and a few other goodies. I won’t go into it deeply, but basically whatever is on the HUD, works in the game. Continue reading


Dev Log – Battle Buggy Grounds – 23/04/2014

23 April, 2014 | Battle Buggy Grounds

AI yes! I have finally been able to put some decent AI together for the game. It’s similar to the AI found in the original Battle City classic game. However this is just for the “minions”. I’m pretty sure that I will have to figure out different AI for bosses (yes spoiler, there will be bosses) and possibly other enemy types. Continue reading


Dev Log – Battle Buggy Grounds – 21/04/2014

21 April, 2014 | Battle Buggy Grounds

I put together player movement, shooting and collisions with the environment. The camera also follows player, because unlike the classic Battle City game I plan to have Steel Tank X have a bigger playground for the chaos. Continue reading


Dev Log – Loliyolo – 04/03/2014

23 March, 2014 | Development Log

The player can move, shoot, evade, jump and throw grenades. The basic player states have been implemented. Player’s default weapon’s projectile (bullets) works well with recoil and bullet shell animation not to shabby for now. (You can take a look at some of the animated gifs on my tumblr profile). Continue reading


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