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Showing co.llide at BostonFIG | Gradient Studios
http://blog.gradientstudios.com/2013/09/17/atbostonfig
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Showing co.llide at BostonFIG. September 17, 2013. This past Saturday, we were given the incredible opportunity to showcase co.llide. At the Boston Festival of Indie Games. The turn out was great, and we had a remarkable time! First and foremost, we would like to thank the entirety of the BostonFIG team. For putting together such a fantastic event! It’s thanks to their efforts, and those of the hosts, MIT. Mak is a...
blog.gradientstudios.com
Editor | Gradient Studios
http://blog.gradientstudios.com/tag/editor
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Collide v0.3.0 with vehicle editor! June 5, 2013. Last week, we released version 0.3.0. Unveiling the ship editor! Whereas in previous versions you could only play with a set of default designs, now you can build your own ships from an array of modules. Sharing your designs works exactly like sharing an arena. Copy the URL. Give it a try here: http:/ co.llide.com/editor. August 7, 2012. Z, a fan of hats and dancing...
blog.gradientstudios.com
Art | Gradient Studios
http://blog.gradientstudios.com/category/art
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Vehicles Why and How. February 15, 2013. Is a pretty fantastic concept, but we ran into a snag. We encountered severe performance issues because we were trying to use 3D. We would have to drop the third dimension to our physics simulation. Fortunately, the 2D. Gameplay is still very fun, and the core idea remains strong. Dealing with Modular Design. August 20, 2012. Our Demolition Derby game is modular. Each mo...
blog.gradientstudios.com
co.llide | Gradient Studios
http://blog.gradientstudios.com/category/games/co-llide
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Category Archives: co.llide. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. Andrew has a background in computer graphics and augmented reality, and is excited about making games that look and feel awesome. He also owns too many board games for his own good. Always lo...
blog.gradientstudios.com
Transition to 2D Vehicles – Why and How | Gradient Studios
http://blog.gradientstudios.com/2013/02/15/transition-to-2d-vehicles-why-and-how
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Vehicles Why and How. February 15, 2013. Is a pretty fantastic concept, but we ran into a snag. We encountered severe performance issues because we were trying to use 3D. We would have to drop the third dimension to our physics simulation. Fortunately, the 2D. Gameplay is still very fun, and the core idea remains strong. And so co.llide. Graphics that it once had, but we still wanted to keep that 3D. To give our 2D.
blog.gradientstudios.com
release | Gradient Studios
http://blog.gradientstudios.com/tag/release
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Collide v0.3.0 with vehicle editor! June 5, 2013. Last week, we released version 0.3.0. Unveiling the ship editor! Whereas in previous versions you could only play with a set of default designs, now you can build your own ships from an array of modules. Sharing your designs works exactly like sharing an arena. Copy the URL. Give it a try here: http:/ co.llide.com/editor. Proudly powered by WordPress.
blog.gradientstudios.com
Mak Mendelson | Gradient Studios
http://blog.gradientstudios.com/author/maxim
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Author Archives: Mak Mendelson. Mak is an artist at Gradient Studios. He studied fine arts and then electronic arts, focusing in character design. He really enjoys thinking about various game mechanics and how they work together, mixing and matching to create new ones that might one day end up in an actual game. Showing co.llide at BostonFIG. September 17, 2013. For putting together such a fantastic event! Mak is a...
blog.gradientstudios.com
Modules, Magic: The Gathering, and the Next Steps for co.llide | Gradient Studios
http://blog.gradientstudios.com/2013/09/24/modules-magic-the-gathering-and-the-next-steps-for-co-llide
Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. The Current Constellation of Modules. The current set contains 37 different modules of varying size, shape, and function. The most important is the. The remaining 36 modules help to shield the core and provide additional.
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