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Author Archives: Allen Chou
My Demo Reel for GDC 2013
This post is part of My Career Series. This is the demo reel I showed people on my tablet and phone at GDC 2013. I made it approximately one-minute-long and practiced talking while showing the video, explaining the technical details. … Continue reading
Posted in Gamedev
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Meeting People at GDC 2013
This post is part of My Career Series. This is my first time attending GDC, and the trip really helped me broaden my horizons and greatly improved my social skills. I’ve decided to write down what I have learned and … Continue reading
Posted in Gamedev
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Rusher 2.1 – Using Xbox 360 Controllers
Go to Rusher 2 project homepage Rusher 2 tutorial list Rusher 2 repository (Mercurial client required to checkout) I was excited when I found out about Airxbc. It is a native extension for Adobe AIR that allows AIR applications on … Continue reading
Action Lists – They Are Cooler than Commands
I have written several articles on how to make use of the commands in game engines in order to manage different multi-frame and asynchronous tasks effectively. From the Game Engine Architecture Club at DigiPen, I learned about action lists, which … Continue reading
Posted in Design Patterns, Gamedev, Rusher
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Rusher 2.1 – Reference Management & Dependency Injection
Go to Rusher 2 project homepageRusher 2 tutorial list Rusher uses SwiftSuspenders for reference management and dependency injection. Reference management refers to the part of the engine that keeps track of all objects (including systems, entities, components, etc.) and exposes … Continue reading
Posted in Gamedev, Rusher
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ActionScript 3.0 Event Listener Delegates
After some research on C++ delegates, I’ve also tried to build delegates in ActionScript 3.0. It’s extremely easy compared to C++, which is not a surprise at all! Conveniently, when you refer to a method through an object reference with … Continue reading
Posted in ActionScript
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Rusher 2.1 – Getting Started
Go to Rusher 2 project homepage Rusher 2 tutorial list Rusher is a component-based game engine, which means everything is treated equally as an entity (a.k.a game object) that owns components making up the overall behavior of the entity. Systems … Continue reading
Posted in ActionScript, Gamedev
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Rusher 2.1 – Introduction & Migrating from 2.0
Go to Rusher 2 project homepage Rusher 2 tutorial list By merging into Rusher what I’ve learned at DigiPen, mostly from Game Engine Architecture Club lectures, I’ve secretly marked it version 2.1 a while ago. For convenience, here’s a quick … Continue reading
Posted in Rusher
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Sky Spire – My Third DigiJam Game
More Sky Spire information Play Sky Spire online (requires Flash Player browser plugin) Controls: LEFT and RIGHT keys to move. SPACE key to jump. Sky Spire is a game my classmates and I made during a 48-hour game jam session … Continue reading
Posted in Gamedev
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Cooncoaster – My Second DigiJam Game
More Cooncoaster information Play Cooncoaster online (requires Flash Player browser plugin) Instruction: Press space to jump. Collect food and avoid spikes. Cooncoaster is a game I made with my classmates during a 48-hour game jam session held by DigiPen students. … Continue reading