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NaNoGenMo Recap

March 17, 2019 -- This post is a couple of years late. I started writing it shortly after nanogenmo but then got swept up in life events and work projects and that sort of thing. I wrote about half of this not too long after, but didn't get around to finishing it until...

Introducing Mechscale VR

October 05, 2016 -- Update: What happened to this? Basically I got the mech movement and controls working, and it was fun! But I realized I didn't have enough resources to make all the artwork and environments it needed, or the time (and skill) to do it myself. It might...

Introducing TK_ObjFile.h

January 02, 2016 -- Late last year, I was lucky enough to attend HandmadeCon 2015. It was a great and inspiring series of talks. After the talks, and some dinner and drinks and lots of geeky programming talk, I was inspired to start a "small" project that I had been...

DevBlog 3 - It's Playable

November 17, 2015 -- I've been busy with other things for the last few weeks: We had a Hackathon at work (I won, yay), kids and Halloween events. I made it to Day of the Devs which was a lot of fun, even though I didn't get to try any VR games because of the insane wait...

DevBlog 2 More basic gameplay

October 26, 2015 -- Next installment of my game (Code name "Tunnelship") for the apple tv. Nothing huge this week but got some more gameplay basics ported over from Droppyship and added some utility stuff. What I've done so far The camera is working now instead of just...

Starting a Dev Blog

October 17, 2015 -- Hey there! I'm starting to dust off this blog and am going to try and post more dev diaries about my work in progress. I'm more of a hobbyist than a serious indie dev so sometimes months can go by without any progress at all, but maybe this will help....

Creating a 3D App Store Icon in Blender

August 15, 2013 -- Earlier today, Nick at "Greyscale Gorilla" posted a really great tutorial on how he made one of those cool 3D-looking icons for his camera app, BananaCam, using Cinema 4D. I've been thinking about trying something like that, maybe not for my existing...

Brainstormer on iPad!

December 31, 2012 -- Exciting news! The Brainstormer now supports iPad and iPhone + Retina. In addition, the whole interface has been redesigned and we have some awesome new wheels, including a Character Builder and a World Builder. Visit the app store to upgrade your...

Still Pond, now with 100% more GameCenters!

October 28, 2012 -- In a moment of unbridled seasonal appropriateness, I finally found some time to squeeze in a little update to the iOS version of Still Pond. It now supports Achievements and Leaderboards thru GameCenter. Whoa! Mind=Blown. Visit the app store to...

Just how massive is iPad Retina?

October 07, 2012 -- I just updated Planet Minesweeper for the iPhone 5's new resolution. It seems like iOS's free lunch of "fixed screen size" is coming to an end. There's now five official resolutions, although really it only feels like three with the excellent handling...

Quick Tip: Accurate Circle Selection

August 09, 2012 -- This is one of those things that seems like it should be obvious, but it isn't. For years (literally years) I would get annoyed every time I had to select something circular in photoshop. I don't know, maybe I run in to this more than most people...

Hex Planet

August 03, 2012 -- This is the prototype of what eventually became Planet Minesweeper. This was an experiment to see if I could tile a planet with only hexes, for an idea for a strategy game. Even though this is mathematically impossible, I didn't let that stop me....

Curved Metal Text in Blender

November 10, 2010 -- I've been trying to get up to speed with Blender lately. I'm hoping to use it as my main tool for any 3d work for my games. It's always been a pretty capable tool, especially for game stuff. The UV'ing and texture paint tools are better than a lot of...

Planet Minesweeper Concept Art

October 22, 2010 -- I posted this on the Ludum Dare site a couple of weeks ago, but since I'm trying to get this blog going, I figured I'd repost it here. I've finished the basic gameplay and and starting to spruce up the graphics and doing fancy shader stuff. I'm...

Tapnik Joins in LD48 Madness

April 24, 2010 -- The 17th LudumDare 48 hour game contest took place recently, and I managed to generate an odd, but quite unfinished game called 'Galapagos'. LD48 Entry Page for Galapagos In the end, I wound up with 9th place for Graphics, and 15th for audio, which is...

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