So here we are : Σ12 is out now , and if you happen to read this blog entry, I hope it’s because of the game. It’s been a long and hard journey, but we learned tons of stuff, and still are. I wanted to write a bit about the game, the process, what went… Read more »
Posts Categorized: Blog
Σ12 First mini trailer
Let’s get viral! Tried my hand at After Effects, and here’s the result. This is not the definitive trailer, as some things seen in it will change, but for a first time with AE, i think it’s okay ( the lighting effect on the logo looks a bit cheap, but i like it 🙂 ).
Σ12 – First look
So, yeah, our game is nearly finished, and it’s called Σ12! It took way more time than previously planned, we hit a lot of various technical problems, tried tons of stuff, but we’re finally OK with it and are getting ready to release it, at least on some platforms. We’ll post more details about the… Read more »
Starling and fast ByteArrays: worth the trouble?
Hey, here’s another annoying post for non-developers 🙂 Fast memory access has been a demand of AS3 developers since Alchemy was born 5 years ago. Hacks have allowed to access fast memory from AS3 or Haxe for years, Philippe Elsass wrote a recap of these methods in 2010.
Fifty shaders of grey
I’ve recently been trying my hands at shader programming and come to several conclusions : I suck at maths AGAL coders are masochists Even though it’s kinda complicated, it’s super fun
Who’s Ernesto?
Now we’re kind of OK on the game engine in Flash, Ulu wanted to step away from its 12=12 Unity version by adding “character” and “story”. But what could we tell with numbered cubes, an orb and psyche backgrounds?
Me, myself and Flash
Since yesterday evening I’m thinking back on how I came to Flash development. I went with Fu & Ulu to a meetup about “Using Flash for video game development“ This was organized by a game & 3D school, ISART DIGITAL, for their students, but it was opened to others. As you can imagine, there were… Read more »
On the choice of a Stage3D engine
Christophe has developed the 12=12 game prototype with Unity3D. In our first publishing meeting for the game we’re decided to port it to Stage3D (Flash/AIR). The reasoning was: on a game with limited 3D complexity the performance drop from Unity to Stage3D (on mobile) will be compensated by easier 2D integration and the better experience… Read more »
Introducing 12=12 (working title)
Hello everyone We’ve chosen to produce 12=12 for real! It’ll be our first published game! Christophe will direct the production, while I’ll lead the code design and Sam will intervene mainly on design and publishing issues. We’ve brainstormed everything from gameplay to narration and of course target markets. We want to publish everywhere we can,… Read more »