4th May 2016
A surprisingly rare variation on the lander game.
20th Sept 2015
A maze-based game, with typing for control.
15th Aug 2015
The start of something wonderful...
15th Feb 2014
Something of a delay, but here's a game
3rd August 2013
About a game you can now play here
1st December 2012
New game bragging, and musings on how puzzles work
11th October 2012
A new game, for your delection.
This one may totally do your head in; it's a real brain-twister.
I realise now that I didn't mention putting up the previous two games, which is a pity, because... well, they're also awesome.
Play Magic Layers - an innovative puzzle
Play Artistic Differences - moving spot-the-differences
6th May 2012
How to move gameplay objects within a graphic filter.
31st March 2012
An introduction to using graphic filters to display tiled bitmaps.
7th March 2012
The first in a series of articles about using graphics filters for game logic.
23rd Jan 2012
When you've played a lot of games, it's not surprising when you start to see parallels in the real world.
27th Nov 2011
Feedback - giving information to the player about state changes - is essential for games. But how explicit should it be?
28th Oct 2011
I've updated the website - read about it here.
Includes information on how to get around the loss of Google's rotating colour palette facility for adverts.
6th October 2010
Sorry for not putting up any new content for a while. Apart from a couple of articles I thought better of, I've been mainly working on a new and exciting project.
Licencing stuff is a pain!
18th July 2010
Many online puzzle games have a walkthrough created within hours of the game's release. Here I discuss why this is a bad thing and how to prevent it.
19th June 2010
It's almost been a month already, so here is the concluding article about how to make starting up your game feel quicker.
22nd May 2010
If optimising to reduce the size (and hence loading delay) of your game has reached limiting returns, what else can you do?
The first of a pair of articles about how to make starting up your game feel quicker.
8th May 2010
All blogs 'ought' to allow comments, but up to now mine has not.
I figured that these were my options:
- Don't allow comments at all;
- use standard accounts;
- keep comments entirely anonymous, or
- do something a bit clever.
Option (1) is boring, (2) needs a database for the accounts and (3) would negate any
chance of a community, so of course I went with the last option.
Read more >
24th April 2010
Well ahead of schedule, an article.
I consider the variation in player choice - how linear a game is - at different levels.
10th April 2010
Welcome to my not-quite-a blog. It's not quite a blog because I'm building it manually, and reserve the right to edit things after posting. Mostly it'll be articles about gameplay, short description of my games, or perhaps something about what I'm developing at the time. I might link in other games I like, or something else random - you'll just have to see if you like it.
The plan is to try and post something at least once a month, or more often if possible. But don't hold me to that. I've migrated some old stuff across to this format; they're not in chronological order but it makes sense to keep them.
A walkthrough of FGW Bridge, a game by Wayne Marsh.
Well, I say walkthrough, but it isn't necessarily the quickest way of doing it.
Another non-game thing. This is a tool for creating images of clouds, wood textures
and other plasma-based effects.
If you've been wondering about the backgrounds in many of my games have a play with this.
Archive 1: Descriptions of my older games :
Silver Lining, Distortion Factor, Rocket Racers, Big Fish, Piu Piu, Mathsspin, Get Greg, Maxwell