vidar.io
vidar.ioThis is the home of developer extraordinaire:.
http://www.vidar.io/
This is the home of developer extraordinaire:.
http://www.vidar.io/
TODAY'S RATING
>1,000,000
Date Range
HIGHEST TRAFFIC ON
Tuesday
LOAD TIME
2.8 seconds
16x16
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THIS WEBSITE
0
SSL
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12
SITE IP
188.166.12.197
LOAD TIME
2.75 sec
SCORE
6.2
vidar.io | vidar.io Reviews
https://vidar.io
This is the home of developer extraordinaire:.
Hiatus
http://vinterstorm.no/blog/hiatus
I've been on bit of a hiatus this summer, but now ready to push on with the game. Watch this space! Oh yeah, I heard Ouya was sold to Razer, so I won't be adding any Ouya specific stuff into the game, I've to watch this space for other opportunities. However, the game works fine on Ouya (after reducing fullscreen texture size! So I'll keep on testing it there. Kickboxer: Back in business. Hiatus over and autumn looms upon us. The first hazard, not shown here, was added. The engine….
Kickboxer: Portals
http://vinterstorm.no/blog/kickboxer-portals
Maps now consists of background and foreground layers. Added portals to be able to switch levels. More animation frames - our hero can "push" stuff (except nothing can be pushed yet). Climbing animation improved, though he still looks a little funny. One map can consist of multiple levels. For the next update, I'll finish up the first levels, allowing our hero to enter the underground. Kickboxer: Not an artist, but . Kickboxer: Climbing is easy. Proudly published with Ghost.
Kickboxer: Not an artist, but ...
http://vinterstorm.no/blog/kickboxer-overworld
Kickboxer: Not an artist, but . It was time to get a little more serious with the graphics. After some research, I decided to use the Dawnbringer 32 color palette. For all the graphics. It's indispensable; a limited palette really challenges the creativity, helps make decisions fast, and gels every part of the game together in a nice way. Kind of what a good compressor can do to an audio mix. I used several sources from OpenGameArt, particularly this collection. Maps now consists of background and foregr...
Kickboxer: The Initial Commit
http://vinterstorm.no/blog/week-1-initial-commit
Kickboxer: The Initial Commit. So I found some time to work on the project. Not too much done, but at least some. Created a very basic map in Tiled, and got it loaded and rendering in code. Compared to all custom map editing stuff, importers and renderers of yore, this was almost too easy. It does feel a little like cheating, but still, the old-timer in me can certainly get used to it. Compiling in Android Studio is. Which worked so well in Sonic and many other games. Oops, the blog was down after a serv...
Kickboxer: Introducing "The Kickboxer"
http://vinterstorm.no/blog/first-post
Kickboxer: Introducing The Kickboxer. Ever since I got my first C64 in 1987, I've always wanted to make games. I made a few on the Amiga in the 1990's - nothing known, nor special - then veered off to the more mundane, but safer world of application programming. Meanwhile, however, game ideas have always bubbled in the back of my mind. But any attempts of bringing them to life were quickly foiled by architecture worries, procrastination and shallow excuses. In 2014, an Ouya. It's time to change that.
Kickboxer: Getting anywhere?
http://vinterstorm.no/blog/4-still-starting
I haven't had too much time working on the game, but I've done some. The "engine" has been refactored greatly. I decided to rip out the "speculative contacts" collision stuff (which proved far too complicated), and went back to hotspot based collision detection. Easier, and - I haven't got a video right now, but - running, jumping and collision detection feels very smooth and natural. Kickboxer: Climbing is easy. Kickboxer: Collision Detection and Video. I've still been working on the….
Kickboxer: Collision Detection and Video
http://vinterstorm.no/blog/week-3
Kickboxer: Collision Detection and Video. Oops, the blog was down after a server misconfigure. And no-one told me! I've still been working on the game in it's initial phase. So far I've gotten collision detection. Other development details: Timestep was fixed to 60 frames per second, with movement interpolation. Added config file for live tweaking of velocities, gravity, etc. Now I've to draw a few more tiles (oh my, programmer art trigger warning! Kickboxer game - initial collision detection.
Vidar - Page 1 - Vinterstorm
http://vinterstorm.no/blog/author/vidar
Vidar lives in Oslo, Norway. By day, he develops cool business software. By night, he pretends to be one-man-band game developer in the mid-1980s. Page 1 of 2. Older Posts →. Unfortunately, I screwed up Kickboxer and need to reboot it. Turned out I painted myself into a corner with the codebase, and it became an unmanageable ». Rising up to the challenge of his rival! The poor Purple Ninja is getting some work cut out for him. Graphics is evidently WIP. ». Kickboxer: Vines and electricity. Kickboxer: Cli...
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Vidar Forsaa - My Home On The Net!
Jeg lagde mine første. Blitt flere, men denne. Har jeg liten tid. Til å oppdatere . So take IT or leave IT! Og noe privat . Mest til eget bruk. My name is Forsaa -. Adresse: Østre Åsen,. Far til to . Jobb: Ja, flere . IBOer på nettet.
vidar.grahamnashmotorsport.com
The Bit Vidar - Vidar
The Bit Vidar - Come See The Softer Side Of Vidar. DonT Say Brown, Say Tahimik. What Would You Do For An Euocach? The Absurdly Referring Money-Winner. The Suddenly Skating User.
Vidar Karlsson - Online Portfolio
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Blog ala Vidar | SQL, AppFrame and other cool technologies
SQL, AppFrame and other cool technologies. Posted by Vidar Nordnes. On August 9, 2011. It’s been way too long since my last blog post, so I figured it was about time to give a little SQL update on things I’ve learned the last months. Watching Peter Myers’ sessions about SQL Server Analysis Services. I’ve also updated my scripts. Library to include FIND. Space Usage By Table. You can use this if you’ve done big clean-ups in your databases, and what to shrink some tables. RECREATE. A new edition/version ca...
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