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Javier Degirolmo's Blog


Azura Sun's one-man "team". Mainly a programmer, but I do other things as well. I'm also involved in homebrew for old systems and demoscene. I'm currently working on Azura Sun's first commercial game, Sol.

Azura Sun's website:
Azura Sun's twitter account: @AzuraSun

Sorry, I don't give away my personal contact info unless it's somebody I already know :)


Member Blogs

Posted by Javier Degirolmo on Tue, 28 Jan 2014 10:44:00 EST in Design
In this post I explain how I adapted my platformer game to work with an one-switch control scheme and allow players that have severe mobility issues to play the game.

Javier Degirolmo's Comments

Comment In: [News - 08/19/2014 - 05:08]

Sounds like a problem I ...

Sounds like a problem I 'd like to have.

Comment In: [Blog - 08/14/2014 - 04:37]

From my own experience I ...

From my own experience I 'm 100 sure it has to do with the subconscious, the same effect also happens when dealing too much with other things it isn 't specific to games, so I guess that tying it to games could be the biggest issue of the research .

Comment In: [Blog - 08/14/2014 - 02:23]

Usually it 's better to ...

Usually it 's better to not hardcode for any ratio at all and assume the resolution can be just about anything usually this means positioning everything relative to the borders and center of the screen . Then you don 't have to worry much about what resolution the player is ...

Comment In: [Blog - 08/13/2014 - 05:01]

Well, it does seem like ...

Well, it does seem like Defender 's Quest already has some language modding support even if not intentional because that 's how new languages got hacked in before they got officially added. Font support seems to be the biggest issue, as new languages appear when the font support for them ...

Comment In: [Blog - 08/09/2014 - 02:12]

Going by the last paragraph ...

Going by the last paragraph in this post, it sounds like he just gave up on it in the end :/

Comment In: [Blog - 08/12/2014 - 12:28]

I think the question here ...

I think the question here is not so much whether you consider it when designing the game, but rather whether you mention it as part of the marketing. If you consider having a female character is a distinguishing point of your game then something is wrong.