By Steven on 8/28/2015 12:15 AM
I’ve recently been experimenting with UE4 level, character mechanics and ui creation. Here are some of the results in a mini project i'm calling Skelly Bash. The videos below show some of the networked play showing the characters state and animations being synchronised across the network along with attacks and spawning mechanics. 

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By Steven on 6/22/2015 12:54 PM
I have been attempting to implement the flying/driving mechanics for a wipeout style game programmed in c++ for UE4. The ship has 6 downward facing range checkers and matching thrusters attempting keep the vehicle level resulting in a hovering style effect,...
By Steven on 7/20/2014 1:01 AM
Another Ludum Dare, another Phaser.io powered game. I didn't have much time for it this weekend however as the subject was “The future is now”, I had to give it a  go. Several years ago I worked on a game called Avoid for pc, xbox and mobile. At the time...
By Steven on 4/26/2014 1:12 AM
The Weekend is over, and for me so is the jam. Its been an incredible weekend using Phaser (phaser.io) again to produce a fun little HTML5 game. We sourced a large amount of our resources from OpenGameArt.org and below you’ll find a list of thank you’s...
By Steven on 4/15/2014 7:11 PM
At the end of last month (March 21st – 23rd) Edwin Jones and I decided to give the mini Ludum Dare a go. Despite both of us being fairly limited on the amount of time we were able to commit that weekend, we decided to give not only a new SDK a go ( Phaser )...
There is a piggin chance I have a problem.... I'm running out of habenaro :'(, that or I shop too much with… https://t.co/EiRom3ST3O 25 days ago . Reply . Retweet . Favorite