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The keypress that changed everything  (May 19th, 2008 at 9:51 pm)

I’ve been meaning to blog about this for a while now, but I’ve been terribly busy. Better late than never though, eh?

Three weeks ago, I did something huge. Something that I’ve been meaning to do for years, and something that’s even a bit life-changing.

I sat my Dad in front of my laptop and told him to push the “return” key. He wasn’t sure why he had to push it, but I was. As the person who was incredibly supportive and encouraging of my videogame programming hobby throughout my childhood, he was the perfect person for the job. On April 28th at 8:27pm he pushed the return key and unwittingly launched Caffeine Monster Software.

Caffeine Monster Software (or CMS, an acronym that people will forever confuse with content management system) is my indie videogame development studio. My debut game is Smiley’s Shooty Adventure, an upgraded and reworked game based off the original Smiley on the DS. I’ve worked on it tirelessly over the past year, tweaking and improving every aspect of SmileyDS, and throwing in plenty of new features while I was at it. It’s come out just as fantastically as I imagined it would.

It’s shareware too. Most CMS games will be. This is big deal for me. I’m hoping it’ll push me to make better, more polished games. And hey, if it makes me a bit of change on the side, I won’t complain too loudly.

So anyway, that’s that. I am, of course, working on more games, but that’s another subject for another time. For now: WOOHOO I’ve launched! :)

Posted in Smiley's Shooty Adventure, Caffeine Monster Software, Game development.

Optimizing a screen scaling routine  (September 3rd, 2007 at 8:49 pm)

I can reveal two things about the game I’m currently working on:

  • It’s awesome
  • It has several user-selectable video modes

I’ve been working on the former for a couple of months now, but I only put some real work into the latter a couple of days ago.

(read on…)

Posted in Game development.

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