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Super meat boy flash games
Super meat boy flash games








super meat boy flash games

Super meat boy flash games code#

For instance, the way my current engine is structured, there is no concept of Xbox, Switch, or Playstation in the code of Super Meat Boy or Super Meat Boy Forever. These are the places where you have to compartmentalize the different parts of development. It was just a quick and dirty way to make something that worked. This is important because in the first engines I would write, everything was all just one project. By the time I left that first company, I learned the benefits of engine abstraction 2 and trying to keep platform-dependent 3 code separate from game code. It prepared me more for working on the 2x engine 1 and then porting that engine to the Xbox 360 and working on the 360.

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I got really confused while working on it, but it was really helpful going through the process. Regarding my first attempt at a game engine, I experimented with making a game engine right before I started working in the games industry. (The following is the edited transcription of a conversation we had with Tommy Refenes.) Compartmentalizing is Key ¶ He also appeared in Indie Game: The Movie. Tommy Refenes is the programmer for the million-selling and award-winning Super Meat Boy and the lead programmer on the upcoming Super Meat Boy Forever. The Engine Sandwich: Made with Super Meat ¶ Rubberduck Developing: Forced Explanation










Super meat boy flash games