Here is a mind blowing King story painting from Jeff Bellio, see his other amazing art here.
KingStory Views

My last post about the amount of views kingstory got. I was really excited. I never had anything viewed this much before. So its over 500k views probably closer to 600k including a slitelocked build we have and newgrounds+kong and misc stuff. Its funner to see it in a nice little picture though hehe. We are working on expanding KS as well as finishing a New Secret Game it has bosses and power ups.
KingStory Art!
My friend Bob Gibson made this painting for KingStory. It is amazing! check out his blog for other art as well.
Deleting Remote Branches on Github
Using git push to delete a branch doesn’t really make sense, but I’m glad it’s easy
From Chapter 3 of Pro Git by Scott Chacon:
Deleting Remote Branches
Suppose you’re done with a remote branch — say, you and your collaborators are finished with a feature and have merged it into your remote’s master branch (or whatever branch your stable codeline is in). You can delete a remote branch using the rather obtuse syntax git push [remotename] :[branch]. If you want to delete your serverfix branch from the server, you run the following:
$ git push origin :serverfix To git@github.com:schacon/simplegit.git - [deleted] serverfixBoom. No more branch on your server. You may want to dog-ear this page, because you’ll need that command, and you’ll likely forget the syntax. A way to remember this command is by recalling the git push [remotename] [localbranch]:[remotebranch] syntax that we went over a bit earlier. If you leave off the [localbranch] portion, then you’re basically saying, “Take nothing on my side and make it be [remotebranch].”
Cool Review-ish of our game.
Encounter Driven Game Development
Now obviously the encounters are built on top of core gameplay mechanics and they need to be designed and built together. But core gameplay mechanics don’t drive encounter design because it’s too fine grained and too low level. Once you have the concept for the type of game you are making (say a modern day first person shooter, or a third person medieval sword swinger) you have enough information to start concepting encounters. These concepts will then drive the fundamental mechanics so that these encounter scripts can be realized. It’s very easy to envision what core mechanics are required by an encounter script. It’s very hard to generate encounters ideas that show off every aspect of a fully realized set of core mechanics.
From altdevblogaday:
http://altdevblogaday.com/2011/08/11/encounter-led-game-development/
King Story over 100,000 views
More autotiling
I spent a good while digging this one up. It’s a bitwise autotiling algorithm for 2d platforming:
http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/
Autotiling
We need it for Easy D, maybe:
http://www.codeproject.com/KB/game/Autotiles_Algorithm.aspx




