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For everyone wondering where I’ve been lately, I’ve joined the River City Ransom: Underground team as a full-time member. I’m now the Lead Engine Developer.

Like I was doing with Stick Ninjas (which isn’t cancelled – just on hold), I’m doing DevLog videos for RCRU.

This first DevLog video should give you a good idea of what I’ve been working on so far.



I’ve been helping the folks over at Conatus Creative with River City Ransom: Underground.

I’ve shut down the Kickstarter campaign due to poor performance.

I’ve made a productivity tool called Connect for a Reason. It helps you avoid mindless web surfing. And I’m using Kickstarter to raise the funds to develop my internal prototype into a releasable product.

Removing the physics engine presence enables one-way platforms.

I’m now using the “topmost lines” algorithm that I demonstrated in the last episode to handle player movement.

Just a quick video showing my “topmost lines” algorithm and talking about how it will be used.

Today I take a detailed look at prediction glitches and how they happen.

Worked on server-side lag-buffer to smooth out jitter in the input packet stream.

Currently I’m working on fixing prediction errors in Stick Ninjas.

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