the unbroken beam

thanks to all around awesome smart dude scott hanselman for pointing out that i am not blogging enough. the idea has reinvigorated me to write more. even if no one cares, its a nice way to put it all somewhere before twitter, facebook, and eventually my ancient dimensia-ridden brain disappear from existence someday. so, what the hell was i thinking? one day i wanted to play a game. after looking around on the internet for a while, i couldn’t find it. there were no flash games that did what i wanted, and all games on all phones sucked. i’ll make...

monotouch + monogame > sliced bread

so my first attempt at a real technical post will be about why i chose the technology i did for my game beem. my motivation is to try to contribute back to these projects in some fashion, as they made my game possible to begin with, even if it’s just a rah rah from an elated consuming developer. i’ll start with that last statement, i have to give big thanks to the monotouch (aka xamarin) and monogame projects, because the only reason i ported my game from flash to xna was because these projects existed in the first place. from...

light engine site is go

i finally got a chance to redo the website for my business site, light engine. i made it look all beemy, it looks a lot better than it did a few days ago. i am prepping screenshots, videos, and written content to try to get the word out there once beem is available on the app store. prepping screenshots is remarkably un-fun. i’d rather work on the game, but that’s sort of pointless if no one knows about it, so woooohooo back to screenshots.