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Streets of Peril | Streets of Peril Developer Blog

Streets of Peril Developer Blog

http://thomasdeeb.wordpress.com/

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PAGE TITLE
Streets of Peril | Streets of Peril Developer Blog | thomasdeeb.wordpress.com Reviews
<META>
DESCRIPTION
Streets of Peril Developer Blog
<META>
KEYWORDS
1 streets of peril
2 game projects
3 subscribe to rss
4 leave a comment
5 refactoring mostly complete
6 more engine refactoring
7 gameobject
8 class
9 much more
10 extremely
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streets of peril,game projects,subscribe to rss,leave a comment,refactoring mostly complete,more engine refactoring,gameobject,class,much more,extremely,until next time,hello again everyone,hey everyone,underwater,minecart rush,bonus tokens,and bek,mario
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Streets of Peril | Streets of Peril Developer Blog | thomasdeeb.wordpress.com Reviews

https://thomasdeeb.wordpress.com

Streets of Peril Developer Blog

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1

Thomas Deeb's Blog | Developer Blog for Game Programmer Thomas Deeb | Page 2

https://thomasdeeb.wordpress.com/page/2

Thomas Deeb's Blog. Developer Blog for Game Programmer Thomas Deeb. April 13, 2014. Commander – A Unique Boss. This time I will be talking about one boss in. That I’ve been working on lately. This boss is named Commander. My inspiration for this boss is from platformers like. Where bosses have cycles. I was disappointed that traditional sidescrolling Beat ‘Em Up games didn’t have something similar, so I thought I’d put something like that in with my own little twist. Before I forget, Commander. Can also ...

2

Game Projects | Thomas Deeb's Blog

https://thomasdeeb.wordpress.com/game-projects

Thomas Deeb's Blog. Developer Blog for Game Programmer Thomas Deeb. Welcome to the Game Projects page! Here’s where you’ll find a variety of game projects I’ve worked on in the past or am currently working on. Feel free to click the links and images to learn more about a particular project. If you want to learn even more or ask any questions regarding video games or game development, feel free to contact me through the information provided in the About page. The Rise of Captain Longbeard. Streets of Peri...

3

November | 2014 | Thomas Deeb's Blog

https://thomasdeeb.wordpress.com/2014/11

Thomas Deeb's Blog. Developer Blog for Game Programmer Thomas Deeb. November 23, 2014. Game Projects Page and Streets of Peril’s Camera. If you haven’t noticed, I made a new page at the top titled “Game Projects.” Here you can check out various games I’ve worked on and even download and play some of them! I figured the blog was a great place to put it so I can give readers a better idea of my development background. I hope you like it! November 4, 2014. Streets of Peril – Design Changes. Fighters (Player...

4

March | 2014 | Thomas Deeb's Blog

https://thomasdeeb.wordpress.com/2014/03

Thomas Deeb's Blog. Developer Blog for Game Programmer Thomas Deeb. March 28, 2014. DLC, In-App Purchases, and the Like. When I woke up today, I was hearing that an alumni from my university, who graduated with a BS in CS: Game Design, started a KickStarter for a mobile game his team had finished. Earlier this year I actually asked him if he was hiring, but he said he wasn’t. In any case, the game looked pretty good, and I hoped the best for them. What does this mean? I’ll give a few examples:. Offers fr...

5

More Engine Refactoring | Thomas Deeb's Blog

https://thomasdeeb.wordpress.com/2015/01/14/more-engine-refactoring

Thomas Deeb's Blog. Developer Blog for Game Programmer Thomas Deeb. January 14, 2015. Hello everyone, I hope you all had a great holiday and happy new year! You may have noticed that I disappeared yet again! But I have some exciting news: I am officially employed as a Front-End Developer and am in the process of moving into my new apartment! I’ll be working in a new gaming startup to help build a fun new kind of game that will be released on mobile! Method only handles movements in the X and Z directions...

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Streets of Peril Developer Blog. February 13, 2015. Hello everyone; I have some good news: all level objects now derive from the base class I talked about last time, completing a large chunk of the refactoring! Some things are partially broken, such as character hitboxes, but those can be fixed easily and are subject to change anyway, so it’s not a big deal. I wasn’t going to do this at all originally, but since I’m modifying collision detection anyway I figured it was appropriate. January 14, 2015.

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