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Javier Degirolmo's Blog

 

Mainly a programmer, but I do other things as well. I'm also involved in homebrew for old systems and demoscene. Currently on hiatus.

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

 

Member Blogs

Posted by Javier Degirolmo on Mon, 25 Apr 2016 01:53:00 EDT in Design
Sometimes games leave room for the imagination, and you start taking things for granted that the game never implied at all. Here's an example of how such a thing can happen with (a quite obscure) Japanese game I.N.R as our subject.


Posted by Javier Degirolmo on Tue, 02 Feb 2016 01:37:00 EST in Programming, Console/PC, Indie
The 3D mirror effect in the first level of Project MD is generally acknowledged as being stunning for the Mega Drive, and surprisingly more complex than it seems. Here's a detailed analysis of how it all works.


Posted by Javier Degirolmo on Thu, 21 May 2015 02:10:00 EDT in Design
Here I describe how the camera works in Sol. This is especially interesting when zooming is enabled, since the camera behavior is much more complex to compensate for the smaller viewport.


Posted by Javier Degirolmo on Tue, 12 May 2015 01:45:00 EDT in
Every often a designer will talk about how they made a not oversexualized female character, but here I'll point out what's wrong with what they're doing.


Posted by Javier Degirolmo on Mon, 13 Oct 2014 02:11:00 EDT in
Another developer got death threats. Want to stop this? Then let's consider taking more drastic actions and actually attack the core of the problem.


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 - 09/20/2016 - 02:07]

And this is why it ...

And this is why it 's not uncommon to translate even seemingly unused strings how are you so sure they 're actually unused .

Comment In: [Blog - 09/06/2016 - 02:12]

I guess the main difference ...

I guess the main difference is that arcades indirectly imposed a limit on how you could spend by requiring you to physically own the coins - you ran out of cash on the moment, you had to stop. and also the clerk could kick you out when suspicious F2P games ...

Comment In: [Blog - 09/06/2016 - 09:54]

The Batman games are protected, ...

The Batman games are protected, because of WB Games who are a part of Warner Brothers who owns DC Comics. unless either of the two gets sold off, then you 're back to the same situation. r n r nAlso this is a problem even with your own IP. See ...

Comment In: [Blog - 08/30/2016 - 11:50]

@Tristan that 's probably where ...

@Tristan that 's probably where I read about it r n r nIt 's amusing how something that would become a staple of fighting games from that generation were the result of a quick cost cutting measure from a much less successful game. Well, and other problems it had :P ...

Comment In: [News - 08/16/2016 - 05:05]

Technically there 's no reason ...

Technically there 's no reason why console games can 't have a save anywhere feature as well... saving at checkpoints come from a time where storage memory was scarce, and there isn 't any inherent disadvantage to having them on console. Checkpoints are useful for rolling back if you forgot ...

Comment In: [Blog - 08/04/2016 - 06:35]

Well, as I said Zelda ...

Well, as I said Zelda 2 and Mario 2 both use mappers but are different kind of mappers hence why Zelda was downgraded while Mario got improved , would help to make that clear. r n r nAmusingly this is mostly a NES thing where the hardware differences between the ...