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I’ve published some java code for b-spline noise generation on bitbucket. This is how it looks:

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I’ve spent some more time on the triangulation, the mesh generation is not perfect yet, sometimes it leaves holes but I think it’s starting the get good enough: I made

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I was supposed to finish the tower defence game for mobiles but then I saw this: I was so impressed what people could do with so few polygons and I

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I am working on a new version of Shadowess, an old flash game I made many years ago. The game, in its simplicity, received pretty good reviews and I wanted

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NaNoGenMo When I posted about my experiment with a programming language to generate natural language, @darkliquid (thanks) hinted me on twitter to try out NaNoGenMo. I replied that I didn’t

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Just a quick update on something I have been working on lately. What I really wanted to do is an exploratory procedurally generated text adventure. However, I am not there

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Before I forget, here is how I’ve done the shadows for the new version of Shadowess. I realize that this blog post is not very detailed but rather should give

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Chat with the bot Click to chat with the bot. Read on for some technical info. Background Last spring I started working on a chat bot. I downloaded a dump

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The next project i’m doing is porting my old game ‘Shadowess‘ to stage 3D to benefit from the power of the GPU. By doing so I can see how this

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Ludum dare is a game competition where you make a game in 48h. By making a game I mean making everything, music, sound fx, graphics and coding. Coding is no

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Since there was so much positive feedback on the prototype I will make a game out of it. I’ll not make a big project, just try to keep it simple

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Play the LATEST VERSION here. Here is a little running game I made this week, it’s a one button game. I came across a cool game called Fotonica and thought

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Not much has happen here lately, for one I’ve been away for on GDC – which was great. Than I caught an ugly cold that kept me in bed for

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Yesterday I was at a dinner, when we arrived we had to choose a beermat for our drinks. All beermats where customized for the guests and you had to figure

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Now that I got the level editor running making levels is pretty easy. So I spent some hours throwing together a bunch of levels. I want the start levels to

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I had a very productive weekend. Previously I had designed levels directly in xml/json with a standalone simplistic “level paint program”. I didn’t like this setup for many reasons, one

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I’ve just released a playable level of the tower defense I’m working on. This first level only contains two simple towers (bullet + slow) and three different enemies, it’s nothing

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Howdy hackers, once again I got side tracked from the tower defense game and decided to create a puzzle game. The goal was to make it as quickly as possible

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As I was implementing the towers I needed them to aim and shoot on the anticipated position of an enemy, assuming they are moving linearly (no acceleration). This is because

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This Jul (Swedish for Christmas) I’m not only eating Julbord, Julfika, Julgröt and drinking Julöl (basically put ‘Jul’ before any word and there you go), I’m also doing some Julcoding.

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Right now I’m between two jobs which gives me a week of creative coding, oh yeah! As I said in an earlier post I wanted to create a tower defense game, then

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Lately things have been hectic at work, every weekend has been filled with birthdays and I also caught a cold. In short, I’ve had little time to work on my

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Randomness adds an extra flavor to games by injecting some unpredictability, something that can surprise the player. It also makes the game less mechanical and more organic. In the game

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Unaccordingly to my plan I spent yesterday rewriting my shadow casting routines. What I need is a frustum, or flashlight type of light source. Before, I had solved this by

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For quite some time I have been thinking of adding some ray casting into the Spatial Hash. The Spatial Hash is used for broad phase culling, eliminating objects that can’t

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After some productive hours I managed to assemble a bot with a few goals, reusing some old code and adding some new. In the example below I added four goals

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To test my experiment with a tower defense in an AI sandbox I started by implementing some basics. In this first step I generated a random “world” with boxes on

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When I get some spare time I tend to start coding, or play tower defense games. Having played hundreds of Tower Defense games, I understood what elements I was missing.

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Hexagons have always fascinated me, they appear everywhere, in architecture, computer games and more curiously; this rather symmetrical structure emerge in a lot of places naturally. Snow crystal: Bee hive:

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Here is the source code for an AS3 vector 2d class I wrote (Vec2.as and Vec2Const.as), feel free to use it and link back if you like it. Here are

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This is the art and code factory (namely our living room). You can see Annas MacBook Pro to the left and my glowing Dell XPS to the right. Robot Oeidipus

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When I wrote the Playchilla Physics Engine last summer I needed a broad phase algorithm to reduce the number of collisions to check. There are several ways to do this

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As3 is lacking a powerful const keyword, this post will show a few tricks to simulate const. Anyone who has worked with C++ has encountered the keyword ‘const’. This can

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During my summer holidays I spent some time to build a simple AS3 physics engine just to get a hang of how it works. Features Simultaneous motion – The Playchilla

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As we enjoy building (not always useful) things we thought we might just as well share them with you!

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