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Javier Degirolmo's Blog


Azura Sun's one-man "team". Mainly a programmer, but I do other things as well. I'm also involved in homebrew for old systems and demoscene. I'm currently working on Azura Sun's first commercial game, Sol.

Azura Sun's website:
Azura Sun's twitter account: @AzuraSun

Sorry, I don't give away my personal contact info unless it's somebody I already know :)


Member Blogs

Posted by Javier Degirolmo on Thu, 21 May 2015 02:10:00 EDT in Design
Here I describe how the camera works in Sol. This is especially interesting when zooming is enabled, since the camera behavior is much more complex to compensate for the smaller viewport.

Posted by Javier Degirolmo on Tue, 12 May 2015 01:45:00 EDT in
Every often a designer will talk about how they made a not oversexualized female character, but here I'll point out what's wrong with what they're doing.

Posted by Javier Degirolmo on Mon, 13 Oct 2014 02:11:00 EDT in
Another developer got death threats. Want to stop this? Then let's consider taking more drastic actions and actually attack the core of the problem.

Posted by Javier Degirolmo on Tue, 28 Jan 2014 10:44:00 EST in Design
In this post I explain how I adapted my platformer game to work with an one-switch control scheme and allow players that have severe mobility issues to play the game.

Javier Degirolmo's Comments

Comment In: [News - 06/30/2015 - 04:00]

That 's what savegames were ...

That 's what savegames were made for to allow you to roll back to a point where you can retry , although of course the question here is at which points they 'd have to be allowed maybe even not tell the player where those checkpoints are until they have ...

Comment In: [Blog - 06/29/2015 - 01:17]

Yeah, the biggest issue seems ...

Yeah, the biggest issue seems to be that it 's slower paced, although to be fair, the early maps in Doom had just as few enemies although maybe the spaces were more cramped , so dunno how early in the game this was. The scientist thing did kind of worry ...

Comment In: [Blog - 06/23/2015 - 11:25]

I lost the amount of ...

I lost the amount of people who want me to fix hardware problems...

Comment In: [Blog - 06/16/2015 - 02:56]

With Miniplanets I took an ...

With Miniplanets I took an even more extreme approach, I abused macros and turned the assembler into a level editor this way :P But it worked happily for designing all 45 levels mostly because levels were small enough to make this feasible .

Comment In: [News - 06/15/2015 - 10:17]

Apparently it may be more ...

Apparently it may be more to prove interest to get proper funding. But that 's another issue...

Comment In: [Blog - 06/11/2015 - 01:08]

Or that what is being ...

Or that what is being offered there is not what players would be willing to pay for.