silicmdr.blogspot.com
Silicon Commander Games: iWar II (WinWar II) Production
http://silicmdr.blogspot.com/2013/02/iwar-ii-winwar-ii-production.html
Visit the Silicon Commander Games. Monday, February 25, 2013. IWar II (WinWar II) Production. Here's a sneak peek at iWar II, the successor to WinWar II, and also a sneak peek into my development environment on the Mac. Over the next few posts I intend to describe different aspects of iWarII game play, and how it's shaping up overall. In this post I'll focus on production. Like I envisioned a few weeks (or was it days? March 10, 2013 at 5:45 PM. March 15, 2013 at 7:37 PM. April 17, 2013 at 2:08 PM.
silicmdr.blogspot.com
Silicon Commander Games: March 2009
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Visit the Silicon Commander Games. Monday, March 30, 2009. WinWar II 5.0 Diplomacy. I've completed the Diplomacy system for WinWar II 5.0. Each Nation in the game has a Stance against each other Nation in the game, even Minor Powers to Minor Powers. Actions that occur in the game can impact the Stances of Nations toward one another. Stances can more directly be affected by executing a Diplomatic Action. Below are the Diploamtic Actions available in WinWar II 5.0:. Denounce - Available only to Nations tha...
silicmdr.blogspot.com
Silicon Commander Games: May 2009
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Visit the Silicon Commander Games. Saturday, May 30, 2009. My journey into WPF is still in its infancy, but I want to document some of the ups and downs I've discovered working with the framework, ending in a big UP! The suggestion he finally adopted was to run a WinForms Picture control hosted in his WPF application! Astonishingly, the GDI based WinForms outperformed WPF in the line drawing heavy application! Second was the promosing blog entitled " WPF for Games. But how to translate TurboSprite to WPF?
silicmdr.blogspot.com
Silicon Commander Games: April 2009
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Visit the Silicon Commander Games. Sunday, April 12, 2009. WinWarII 5.0 Research and Bombing. There are Conventional Technology Levels for Land, Air, and Sea. When you advance a Level, the units you build for the particular Unit Class (land/air/sea) are 10% stronger in their attack and defense (and bombing if applicable) levels. Allows you to build Radar installations in Zones that extend visibility. Gives you a chance of eavesdropping on private communications between other Players.
silicmdr.blogspot.com
Silicon Commander Games: December 2012
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Visit the Silicon Commander Games. Thursday, December 13, 2012. Old Dog New Tricks. It's been roughly 2 weeks steeping myself in Objective C, XCode, and iOS programming, and I've made a respectable amount of progress. Solar Vengeance for the iPad is coming closer to a reality. In this week I've . Successfully integrated the cocos2d OpenGL game engine into my app, and have some StarSystems, Shields, Scanners, a starfield background, and nebula rendering. This also includes the beginning of the game order ...
silicmdr.blogspot.com
Silicon Commander Games: World Taking Shape
http://silicmdr.blogspot.com/2013/02/world-taking-shape.html
Visit the Silicon Commander Games. Saturday, February 2, 2013. With Solar Vengeance wrapped up and submitted to the iTunes App Store, I've begun working on a version of WinWar II for the iPad. It only makes sense that I title the App "iWarII" since I've moved from Windows to iOS development. The commanders will represent probably the most important resource in the game, with their limited capacity to issue orders. You'll have to move and manage them efficiently as you execute your battle plans.
silicmdr.blogspot.com
Silicon Commander Games: January 2014
http://silicmdr.blogspot.com/2014_01_01_archive.html
Visit the Silicon Commander Games. Sunday, January 5, 2014. In development, this new release will once again target Windows. An early development screen shot! Subscribe to: Posts (Atom). View my complete profile. Awesome Inc. template. Powered by Blogger.
silicmdr.blogspot.com
Silicon Commander Games: February 2013
http://silicmdr.blogspot.com/2013_02_01_archive.html
Visit the Silicon Commander Games. Monday, February 25, 2013. IWar II (WinWar II) Production. Here's a sneak peek at iWar II, the successor to WinWar II, and also a sneak peek into my development environment on the Mac. Over the next few posts I intend to describe different aspects of iWarII game play, and how it's shaping up overall. In this post I'll focus on production. Like I envisioned a few weeks (or was it days? Friday, February 15, 2013. Another thing to notice here is how the Commander of the Ar...
silicmdr.blogspot.com
Silicon Commander Games: Divide and Conquer!
http://silicmdr.blogspot.com/2013/02/this-morning-sees-completion-of-some.html
Visit the Silicon Commander Games. Friday, February 15, 2013. This morning sees the completion of some unit management features of the game. You can divide units by selecting your force counts with the sliders, or the "Half" button, and then tapping the "Divide" button. The selected Unit nicely divides into two, and the two new units slowly move a few pixels away from each other. Building major units is no longer a snap decision, but something you'd really agonize over. Subscribe to: Post Comments (Atom).
silicmdr.blogspot.com
Silicon Commander Games: Getting Apple's Linker to Cooperate
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Visit the Silicon Commander Games. Saturday, February 9, 2013. Getting Apple's Linker to Cooperate. If you came to this entry from a Google search for "cocos2d archive crash doesNotRecognizeSelector", you've come to the right place! I've just spent the past 2 hours figuring out why my iPad game ran fine for me, but was rejected by the app store due to a crash. Lesson one: Test your app in Release mode! To reproduce the issue. I did so, and sure enough, a crash after pressing the Proceed button! I finally...