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Invisagun Heroes is on Steam Greenlight! – Sombr Studio
http://www.sombr.com/2015/05/12/invisagun-heroes-is-on-steam-greenlight
Invisagun Heroes is on Steam Greenlight! May 12th, 2015. Hot on the heels of submitting an early build of Invisagun Heroes to some independent game festivals, I’m happy to say that it’s now up on Steam Greenlight! Although the artwork will change in the next few months, I think the teaser, description, and screenshots still give a pretty solid sense of the overall gameplay mechanics. Please vote for us and help spread the word! Leave a Reply Cancel reply. Deadlines are a good thing. 2016 Sombr Studio LLC.
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Self-destructing test builds – Sombr Studio
http://www.sombr.com/2014/10/06/self-destructing-test-builds
October 6th, 2014. Well… not exactly self-destructing. This is a simple example of ensuring that a published build won’t run after a certain date. Why would you want this? Define your build's expiration date somewhere, or leave blank to not expire private string BUILD EXPIRATION DATE = 2015-01-01; / call this function from anywhere (for example in your title scene) to check / if this build has expired void CheckBuildExpiration() { if (! 3 responses to “Self-destructing test builds”. Rewards, development,...
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A weekend retreat with play tests – Sombr Studio
http://www.sombr.com/2014/09/08/weekend-retreat-play-tests
A weekend retreat with play tests. September 8th, 2014. My good friend and Y.A. published author Maurene. I just wanted to list a few takeaways I had from this:. An external deadline can be a good thing. Scrambling to make sure all the multiplayer was solid before the play tests. 8211; no matter how insignificant it may seem. The way in which players feel or react (not just what they say) is a great gauge. Allow time to respond. Break up your routine. Based in Los Angeles, we chose to drive out to Ojai a...
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Pixel-perfect discrepancies in OpenGL and DirectX – Sombr Studio
http://www.sombr.com/2014/09/22/pixel-perfect-discrepancies-in-opengl-and-directx
Pixel-perfect discrepancies in OpenGL and DirectX. September 22nd, 2014. Since this project has a low-res pixel-art style, it is very important that everything is presented as point-filtered textures with no anti-aliasing, or it defeats the intended look. I noticed that my Windows builds had a very “soft” look to them, while my builds on OS X were perfectly crisp with no blurriness. OpenGL vs DirectX pixel offset discrepancy. It’s a simple edit, but you can see that a pixel offset is first calculat...
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audio – Sombr Studio
http://www.sombr.com/tag/audio
Check your (real) mailbox! June 8th, 2016. Hi everyone – hope Summer is treating you well so far! If you have filled out your Kickstarter survey before April 25th, your physical rewards should have been shipped and delivered by this point (including international orders). If you believe you should have received your art prints and buttons but haven’t yet, please contact me. I see people posting. Them, and those are always very happy moments. On the music front, Ali and I still have weekly production sess...
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game dev – Sombr Studio
http://www.sombr.com/tag/game-dev
Deadlines are a good thing. August 30th, 2016. Is nearly upon us, and there’s absolutely nothing better than an external deadline to help turn on the afterburners. I’ve been working at a feverish pace. In other big news, alpha access. To Invisigun Heroes is now open to the public! Artificial intelligence, dev status, and expos! August 2nd, 2016. Hey everyone, hope you’re having a great summer so far! Or your physical rewards. Along with plenty of bug fixes. Into online play. I ran into a few stumblin...
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invisigun – Sombr Studio
http://www.sombr.com/tag/invisigun
Deadlines are a good thing. August 30th, 2016. Is nearly upon us, and there’s absolutely nothing better than an external deadline to help turn on the afterburners. I’ve been working at a feverish pace. In other big news, alpha access. To Invisigun Heroes is now open to the public! Artificial intelligence, dev status, and expos! August 2nd, 2016. Hey everyone, hope you’re having a great summer so far! Or your physical rewards. Along with plenty of bug fixes. Into online play. I ran into a few stumblin...
sombr.com
performance – Sombr Studio
http://www.sombr.com/tag/performance
Better parabolic motion for bounces. August 18th, 2014. In a previous post. I detailed a methods of using tweens to give explosion debris some bounce and life. I knew at the time that this would be expensive for a large number of particles – but it was the right look and I at least wanted the temporary solution in the game. Consider it a living mockup, waiting to be optimized. Recently I came across this post on gamasutra. Object pooling for performance in Unity. July 14th, 2014. It’s developed as ...
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gameplay – Sombr Studio
http://www.sombr.com/tag/gameplay
Sorry, nothing to see here. :(. A 4-player single-screen stealth battle arena. Everyone's invisible and you must rely on environmental clues for victory! Deadlines are a good thing. Artificial intelligence, dev status, and expos! Check your (real) mailbox! Rewards, development, community, and press. Physical rewards shipping soon. 2016 Sombr Studio LLC.
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Sombr Studio – Page 2
http://www.sombr.com/page/2
Kickstarter reward production and packaging. March 18th, 2016. This week I’ve finally been able to dive back into almost full-time development on Invisigun. I knocked off a ton of bugs, implemented a couple new game modes and some prototype abilities, and completely replaced the controller input subsystem. It feels great to finally get back to coding, and for those that are curious, you can always view the latest changelog here. And my Twitter account. Thousands of pins, bagged up and ready. Well, itR...
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