Hey everyone! We’re super excited to announce a few things. Firstly, Bardbarian is now up for voting on Steam Greenlight! If you have a spare minute please click the image below and go vote for us! Secondly, the Bardbarian trailer is finished and ready to gaze upon (if you didn’t already watch it
Welcome to Bardbarian Dev Blog #6! Coming out of our first beta, we received a ton of feedback, and we’ve been busy parsing it and see what changes we might want to make as a result. This week has consisted of a bunch of prototyping and testing of new play mechanics, as we work to
Welcome to Bardbarian Dev Blog #5! Work on the game is progressing great, and we’ve recently completed our first round of Beta testing. Based on user feedback we’ve decided to increase the scope of the game a bit, and push our timeline back into the Oct/Nov window. Here’s a peak at some of the cool
It’s been a long time since our last Dev Blog. Almost 3 months to be exact! it was a long 3 months, full of iterating, testing, bug fixing and a lot of hard work. It was a real struggle sometimes to really find the fun, and we definitely went in the wrong direction for a
Starting in AIR 3.4, Adobe added support for Adobe Texture Format (ATF) for use with Stage3D and Starling. The point of ATF is to compress your PNG textures, providing much faster upload times to the GPU, as well as a lower RAM footprint. The savings vary depending on the type of compression you use, and
Here’s a quick look at an early version of our new Kamikaze enemy types: Kamikaze-Gameplay-Prototype from TreeFortress on Vimeo.
Generally one of the big advantages of using AIR/Flash is that there are a ton of existing Libraries for virtually anything you could wish to do. One exception is in the area of SoundManagers. There are quite a few existing Libraries out there, but all of them suffer from some pretty serious quality issues. We
And then, there was Light… ning