Trisector Dev Archive

  • Collision detection is the core of any action game, and this article will describe how Trisector handles the mess of bullets, lasers, enemies, terrain, and the player ship colliding with each other.

    Making of Trisector: Collision Detection

    Collision detection is the core of any action game, and this article will describe how Trisector handles the mess of bullets, lasers, enemies, terrain, and the player ship colliding with each other.

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  • Trisector would not be nearly as complete and polished without the help of a handful of really awesome testers. I was lucky enough to have a few good friends that loved video games and had the time and patience to help test my game during development.

    Making of Trisector: Testing

    Trisector would not be nearly as complete and polished without the help of a handful of really awesome testers. I was lucky enough to have a few good friends that loved video games and had the time and patience to help test my game during development.

    Continue Reading...

  • I’m pretty far from being a musician, but I seriously love music. Since I was trying to do Trisector solo, that meant I needed to make a song or two for the game.

    Making of Trisector: Music

    I’m pretty far from being a musician, but I seriously love music. Since I was trying to do Trisector solo, that meant I needed to make a song or two for the game.

    Continue Reading...

  • First off, I’m not a great artist, but I’ve been drawing, sketching, and painting using traditional and digital tools for a long time. One of the limitations of making a game solo is that the game design had to be created within the constraints of my art abilities. This article […]

    Making of Trisector: Art

    First off, I’m not a great artist, but I’ve been drawing, sketching, and painting using traditional and digital tools for a long time. One of the limitations of making a game solo is that the game design had to be created within the constraints of my art abilities. This article […]

    Continue Reading...

  • Near the end of the first feature pass on Trisector, I still had about 7ms CPU and GPU per frame available, so I decided to add a slight blur to the background layer to enhance the depth of field. This article will describe the Blur Shader used for the background […]

    Blur Shader with cocos2d v2.0 and CCSpriteBatchNode

    Near the end of the first feature pass on Trisector, I still had about 7ms CPU and GPU per frame available, so I decided to add a slight blur to the background layer to enhance the depth of field. This article will describe the Blur Shader used for the background […]

    Continue Reading...