coamithra.lamaars.nl
Portal to GeniusCOAMITHRA.LAMAARS.NL - Harald Maassen.
http://coamithra.lamaars.nl/
COAMITHRA.LAMAARS.NL - Harald Maassen.
http://coamithra.lamaars.nl/
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>1,000,000
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Monday
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1.2 seconds
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19
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6.2
Portal to Genius | coamithra.lamaars.nl Reviews
https://coamithra.lamaars.nl
COAMITHRA.LAMAARS.NL - Harald Maassen.
Design Rampage: Save This!
http://designrampage.blogspot.com/2009/09/save-this.html
Thoughtful critique and commentary on the world of game design and the industry that surrounds it. Tuesday, September 29, 2009. Because my Xbox 360 finally died I decided to play some older games that have been waiting for me in a stack for some time. One of these games is Killzone. What the bloody hell? I absolutely don't understand why checkpoints are far apart from each other like this in some games. I remember Resistance: Fall of Man. Games make you go through multiple boss fights without saving some...
XNADoomClone: November 2010
http://xnadoomclone.blogspot.com/2010_11_01_archive.html
Tuesday, November 9, 2010. In lieu of an actual update. Meanwhile, technical difficulties are still in full effect. Subscribe to: Posts (Atom). Awesome Inc. template. Powered by Blogger.
XNADoomClone: February 2011
http://xnadoomclone.blogspot.com/2011_02_01_archive.html
Sunday, February 27, 2011. Did a teensy bit of coding on that content manager stuff but it's not particularly fun and work's been kinda busy so not a lot happened the past few weeks. But here's a post anyway to show that I still care. So I was thinking about level design and how to put a unique spin on the game to keep it interesting and an idea popped into my head that I've got a hard time getting rid of. What if I made Gloom a FPS Roguelike? I think it would be pretty freakin' cool, and doable too!
XNADoomClone: In lieu of an actual update
http://xnadoomclone.blogspot.com/2010/11/in-lieu-of-actual-update.html
Tuesday, November 9, 2010. In lieu of an actual update. Meanwhile, technical difficulties are still in full effect. Subscribe to: Post Comments (Atom). Awesome Inc. template. Powered by Blogger.
XNADoomClone: What's in a name?
http://xnadoomclone.blogspot.com/2011/01/whats-in-name.html
Monday, January 10, 2011. What's in a name? Good news, everybody! As fellow L4D enthusiast and future level designer mr. Van Beuzekom has so conscientiously pointed out, the name Gloom has been used before. In fact, it is the monicker of a 1995 Amiga. Game, which also happens to be a Doom clone. However, having grown attached to the title, I decided to investigate. After a troubled journey through many dead links and wikipedia stubs, I ended up on the website of the developer of Gloom 3. Hurrah, I guess!
XNADoomClone: July 2010
http://xnadoomclone.blogspot.com/2010_07_01_archive.html
Saturday, July 31, 2010. Allow me to elaborate. A square room (top down view). Ok so this is a square room. It consists of four lines (walls). So in-game, we draw four quads (one is behind the camera so we can't see it):. Square room in Gloom: three walls are visible. Alright. So let's say we have two connected rooms:. What we do now is we connect the rooms by cutting a hole in the far wall, based on the difference in ceiling- and floor heights between the two rooms. Almost like a 15 year old FPS! Hit th...
XNADoomClone: January 2011
http://xnadoomclone.blogspot.com/2011_01_01_archive.html
Sunday, January 23, 2011. I'll eventually need (someone) to make original sprites. For now though I will use the originals. This way I can get a headstart on programming the enemies. I think that if I get a nice playable demo to show to people it will be a lot easier to find interested artists. You can find most of the Doom sprites online. Unfortunately they usually suck. They'll have no transparancy or the positioning information will be missing. Was again able to help me out nicely. What's in a name?
XNADoomClone: Wrestling with the content manager
http://xnadoomclone.blogspot.com/2011/02/wrestling-with-content-manager.html
Sunday, February 6, 2011. Wrestling with the content manager. For the most part I think XNA is brilliantly designed. The Content Manager though. meh. To add a new type of content to a project you need to create a whole slew of classes across multiple projects with specific compiler instructions and links to each other. The whole thing is also very debug resistant - it's hard to put breakpoints in a content processor because it is run during compile time instead of runtime.
XNADoomClone: PC Borked
http://xnadoomclone.blogspot.com/2010/10/pc-borked.html
Sunday, October 31, 2010. Development on Gloom has been temporarily put on hold as my PC is broken and will reside in the shop for a few weeks. Also eating my free time: Codeglue's moved to a new office! See you in November! October 31, 2010 at 3:59 PM. Indeed; see you tomorrow! Subscribe to: Post Comments (Atom). Awesome Inc. template. Powered by Blogger.
XNADoomClone: December 2010
http://xnadoomclone.blogspot.com/2010_12_01_archive.html
Monday, December 6, 2010. That's right, bitches. After what can only be described as an odyssey of disappointment and waste, the personal computer is finally operable (knock on wood). I have somehow been suckered into buying a power unit sporting twice the capacity that is required for my rig. The sound of fans desperately trying to keep this beast's temperature under control (a high pitched harmonic whiz coupled with intermittent low hums) will surely please my flatmate. Peter Brannan - Something Twisted.
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COA MIRADA ATENTA
Domingo, 3 de febrero de 2013. A historia da granxa: conto- canción- debuxos- lingua de signos. A historia da granxa: conto- canción- debuxos- lingua de signos on PhotoPeach. Enviar por correo electrónico. Martes, 18 de diciembre de 2012. VILLANCICO LENGUA DE SIGNOS /APOYO VISUAL: LA ORQUESTA ORIGINAL.mp4. Enviar por correo electrónico. Jueves, 8 de noviembre de 2012. Enviar por correo electrónico. Domingo, 28 de octubre de 2012. Enviar por correo electrónico. Domingo, 30 de septiembre de 2012. Tema Fant...
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