This is my little blog where I occassional talk about things I’m interested in (programming, video games, etc.) and share some knowledge I’ve learned through the years as a game developer.
Most people coming here are interested in the tools I’ve made available to help with 2D game developement using the Unity game engine.
If you’d like to learn more about me and some of the games I’ve worked on then check out my about page. Thanks!
Happy New Year 2019! Over the holidays I got back into my hobby projects and put something together that others may find useful. Yesterday, I made it available for the public under the pay-what-you-want-or-free model.
I love Unity but working with the built-in sprite and animation editors has long been an annoyance for me. So, I took what I consider to be the best 2D sprite authoring tool (Aseprite) and created a scripted importer for it.(Read more)
Tiled2Unity is dead. Long live SuperTiled2Unity.(Read more)
This is an update I’ve been waiting awhile for. Recently, Tiled has been updated with better support for Object Types.(Read more)
Update: Tiled2UnityMac is now available (as of version 220.127.116.11) for Mac OS X with a full-fledged GUI.(Read more)
Hi there and Happy Holidays. I got some glorious free time this Christmas break to finalize a couple of improvements I’ve been working on for Tiled2Unity.(Read more)
If you are building a strategy or RPG style game then there’s a strong chance that you need to get at specific information about each tile placed in the world. Unlike platformers, where tiles are decoration, each tile is an important part of your game logic. In this post I’ll show you two techniques to easily add such support to your Tiled2Unity projects.(Read more)
Version 0.9.11.0 of Tiled2Unity has just been added to the Tiled2Unity Download Page. This build contains a couple of new features for power-users.(Read more)
Warning: This is an old post! Animation support in Tiled2Unity is now greatly optimized as of release 18.104.22.168. You can now be more confident that a large number of animations will not sink performance as before.(Read more)
A quick update on some Tileset settings that are now supported in Tiled2Unity. (With thanks to readers alerting me to such shortcomings.)(Read more)
Update: Most Tiled2Unity users will want to use the newer vertex scaling feature to scale their Tiled maps.(Read more)
Yeah, yeah, the title is a bit cheesy. (I was originally going to go with “The Galaxy is at Peace with Super Metroid Symphony”.)(Read more)
If you’ve worked as a game developer in Austin for the past 5 or 6 years you’ve no doubt heard the buzz: Austin game dev is in a bit of rut.(Read more)
Writing is hard.(Read more)
The other day I was looking at some old code I’ve written.(Read more)
I’ve worked booths at E3 and Comic Con before in my career, but something that made this year’s event drastically different for me happened when someone from Disney public relations approached me with a camera crew in tow and asked me to do an interview for a press outlet.(Read more)
I’ve been to E3 before for the games I’ve worked on and have reached the same conclusion as the vast majority of game developers attendees: Going to E3 sucks.(Read more)
Today I was treated to my usual Sunday morning pancakes on top of my Father’s Day present. Pretty cool, no?(Read more)
Team Barton has a ritual every Sunday morning where the kids let the grown-ups sleep in a bit and the family is rewarded with pancakes afterwards.(Read more)
Remember how cool it was when Google turned their homepage, and logo, into a playable version of Pac-Man?(Read more)
By programmer standards, I think it’s fair to say I’m a fairly social guy. I imagine most people I’ve worked with would say I’m a friendly, approachable guy – perhaps even a bit extroverted.(Read more)
According to a report cited by Gamasutra, there was a staggering 1,099 console video games released to retail this past year.(Read more)
I don’t know about programmers in the real world but as a video game programmer I often worry about my coding skills getting a little bit stagnant due to our near-universal reliance on C++. And that problem is even worse if you work at one of those places where fancy stuff like templates, the STL, and smart pointers are discouraged (because “they’re slow”, or something) and especially so if inheritance gone wild is encouraged.(Read more)
As a firm believer of Gabe’s Greater Internet F*ckwad Theory, I’m really not that much of a multiplayer kind of guy. Still, in the mid-2000’s I got hooked for a bit on City of Heroes – so much so that I sought out a job with their publisher, NCsoft, back in 2004.(Read more)
While gushing over Rocksteady’s exceptionally executed Batman: Arkham Asylum one thought kept occurring to me: I am insanely jealous of Batman fans. Playing Arkham was a blast for me, but for the hardcore Batman connoisseurs? It must have been pure Nirvana.(Read more)
Sefton Hill, game director behind the super-polished Batman: Arkham Asulum recently granted an interview to Gamasutra’s Kris Graft. I want to do better at my job, so when a developer behind a hit game shares his insights, and the formula behind their success isn’t simply this industry standard …(Read more)
Well, here I am. This blog is something I’ve been thinking of doing for awhile but just now gathered the momentum needed to get it running. Great. Now all I have to do is feed it meaningful content and I’m all set. I have a new found respect for people who actually make something of this.(Read more)