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mongoid
I'm a freelance game developer working for all sorts of companies big and small, as well as spending time pushing out my own indie titles.

James Dalby @mongoid

Age 45, Male

Game Developer

UC Irvine

Irvine, CA

Joined on 1/3/02

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mongoid's News

Posted by mongoid - April 17th, 2008


And it looks AWESOME!

I'm so pleased with how this looks. It hardly registers a CPU load on my machine, and other machine's I've tested say it only carries a 10% - 15% load on the processor. AWESOME AWESOME AWESOME!!


Posted by mongoid - April 16th, 2008


Minor update. I just added a background to the platform art you guys saw before.

:-)


Posted by mongoid - April 13th, 2008


I've just written a new post on the MageQuest Dev Blog. It's a big one! I'm working on the platform art and level design for MageQuest. You get to see a semi-step-by-step progression of how my earlier designs evolved into the final style that I'm using for MageQuest's first level artwork. Let me know what you think!


Posted by mongoid - April 4th, 2008


In this post, I explain a simple example in how to set up the logic protocol of a game character. I hope it makes sense!

[MageQuest] Setting up a character's logic protocol.


Posted by mongoid - March 27th, 2008


I just posted a new video of roughing out the main character's jump animation. Let me know what you think!

:-)


Posted by mongoid - March 23rd, 2008


I just posted a video of the process of roughing out the main character's run animation on my development blog. Let me know what you think! Now that I figured out how to record myself, expect a LOT more videos on the visual development of MageQuest.

In case you all haven't heard, The Behemoth just started a development blog for Castle Crashers! Awesome!


Posted by mongoid - March 4th, 2008


I was replying to ragevi's news post about Apple computers, and I guess it poured some salt into a lot of old wounds between me and Apple computers. You can read my rant here.

http://ragevi.newgrounds.com/news/post /89599

Apple's suck, people. Accept it and move on.

:-(


Posted by mongoid - February 29th, 2008


All of MageQuest's minor enemies have all been drawn out and optimized for flash. You can check them out on my production blog. No boss characters yet. I'll wait until the engine is done to start those.

It's rather exciting to see the enemy characters rendered in crisp, vector lines and not just black and white sketches in a design document. Now I can start planning out their state-based animations. The game will run at 30 FPS, but the plan is to have all characters animate at 12 FPS-ish , all frame-by-frame animation of course.

Let me know what you all think!


Posted by mongoid - February 24th, 2008


I'm an ICS student at the University of California, Irvine. It has been a bit difficult to keep my grades high this quarter. My classes have me learning Prolog, Haskell, C++, SimpleSem and Perl. It also makes coming home and trying to develop MageQuest's ActionScript 3.0 engine rather... uninspiring.

Three more weeks till finals... :-(


Posted by mongoid - February 13th, 2008


Hey everyone! I just finished the final prototype for a scrolling bitmap background with parallax in ActionScript 3.0. It turns out that doing it this way, as opposed to a tile-based scrolling background, is way more efficient! Oh boy, more overhead for more enemies and particles, or (dare I say) AS 3.0 filter effects!

You can check it out on my dev blog. I even give you some code to tinker around with. Now on to developing the platform engine!

Let me know what you think!