About Me
I'm Jeff Fal, and I'm an information architect and front-end developer working in Denver. I have been working on the Web since 1998 and am interested in learning at least a little about most Web technologies. I'm most experienced with HTML, CSS, JavaScript, and Flex. Soft Werewolf is my place to play.
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Category Archives: Dungeonism
Dungeonism Update, September 2012
It’s past time for an update on Dungeonism. It’s very far along. All summer and even still, I’ve been focused on presentation aspects, so the core gameplay has changed too much since May. On the other hand, it looks much different now, and hopefully all the changes are for the better. I’ve kept the basic […]
Tagged dungeonism, games, iPhone 1 Comment
My SimpleButton Cocos2D class
Cocos2D for iPhone sadly does not have a class for a button that lets you customize it with different text, text color, and background color. After some research, I decided the easiest way to do this on my own would be to create a button from a blank sprite, set a color for that sprite, […]
Tagged dungeonism, games, ios, iPhone Leave a comment
Dungeonism Screens
Here are a few screenshots from the current build of Dungeonism. I’m just now starting to refine the graphics, so future screenshots should show gradual improvement. Stay tuned!
Dungeonism’s Rogues
Lots is done with Dungeonism! In fact, I’m packaging it up for playtesting and preparing to do some more work on the graphics, as the gameplay is getting pretty close to done. A huge task for finishing the gameplay has been making all the monsters I want in the game, so to celebrate completing that, […]
Tagged dungeonism, games, ios, monsters Leave a comment
Very special rooms
Here are a bunch of diagrams of special rooms that will go in the dungeons of Dungeonism. The blocks represent — in order of appearance top left-to-bottom right — walls, breakable blocks, bad guys, movable blocks, bombs, pressure plates, coins, remotely-activated moving blocks, gates, holes, and switches.
Tagged Design, dungeonism, games, ios Leave a comment
Terrible design concepts
My functioning Dungeonism app still exists in the world of placeholder graphics, but I have been working to home in on the design direction I want to take once the gameplay’s ready to go. To that end, I’ve got a small pool of concepts I’m playing with. My process is to every once in a […]
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Combat systems and Dungeonism
If you’ve played my Dungeon Escape prototype, you may have encountered a skeleton. If you did, you may have attacked him. If you attacked him, you surely were witness to what I affectionately call my Pie Chart Combat System. I was much pleased when I invented it. It solved a problem I gave myself, which […]
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cocos2d
I was probably four hours into coding Dungeonism before I discovered the 2D game engine cocos2d. It’s good that it didn’t take me longer because those four hours were essentially wasted. I was already intimidated enough by the strange syntax of Objective-C and the prospect of having to manage memory myself, like a sucker. There […]
Tagged cocos2d, dungeonism, games, iPhone Leave a comment
Dungeonism Update, October 2012