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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 still currently working on Azura Sun's first commercial game, Sol (but now for updates!)

Azura Sun's website: www.azurasun.com
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 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: [Blog - 05/02/2016 - 08:44]

There 's a reason why ...

There 's a reason why I mentioned I 'd redo the trailer. I didn 't even get enough time to promote the game and now the site is not even functional besides, the game had some annoyingly cheap deaths from enemies being more unforgivin than they deserved . So the ...

Comment In: [Blog - 04/27/2016 - 11:30]

I think the biggest problem ...

I think the biggest problem with all of these paradigms is that more often than not there 's a situation where the best thing to do is an action that has not been programmed, and that 's when the limitations stick out a lot. But how do you program something ...

Comment In: [Blog - 04/22/2016 - 03:36]

The problem is probably that ...

The problem is probably that entertainment industries as a whole are built on a fallacy. In pretty much every other kind of job, people are paying to have somebody else do something for them this is true even for products - e.g. not everybody wants to farm food or make ...

Comment In: [News - 04/25/2016 - 06:10]

It would be easy to ...

It would be easy to blame Sega for this but as far as I know these days NISA is not exactly in the best position either. As far as I know Idea Factory opened their own localization branch just because they were fed up dealing with NISA, for example.

Comment In: [Blog - 04/20/2016 - 12:30]

Another important detail: make sure ...

Another important detail: make sure both hands are at the same height. I used to play some game with the left hand at WSAD and the right hand at the cursors when I didn 't feel like using the mouse , but eventually the height difference between both hands started ...

Comment In: [Blog - 04/18/2016 - 01:18]

Don 't get fooled, I ...

Don 't get fooled, I just take advantage of it to implement the final menu code too. That way I don 't need to write yet more code when I make another debug menu :P And also since you 'll be using these menus quite often you really want to ...