Thomas Digby

Thomas Digby

Web Developer and Indie Games Hobbyist

Snowfall reaches 50 licences given

After just a few months on the IndieCity website Snowfall has reached 50 licences given. This refers to the number of non-admin/cap users that have acquired the game.

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Image manipulation with jQuery and Jcrop

It’s been a while since I blogged about anything web based so I thought I’d give you all a quick update on what I’ve been up to recently. IndieCity last week launched it’s Underground scene on which games that are currently in development/testing stages can be distributed. This in theory aims for the pay to finish model but also gives developers a great opportunity to get feedback on unfinished games.

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Diggersworld Games website launched

For those of you who follow me on Twitter you may have noticed that last week I launched a website which focusses solely on the games I have made to date. The site will mainly work as a showcase website of games which are either complete or have a decent working prototype. For those of you who haven’t seen the website yet, please check it out. http://www.diggersworldgames.com

About Monkey (working title)

The past two months I have been working on a 2D platformer game written in XNA as part of the Feel My Glove challenge at work. The challenge has reached its deadline I’m very pleased with what I have accomplished so far.

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Snowfall gets a backing track

I always wanted to add some music to Snowfall to give the experience just that little bit extra. So last night that’s exactly what I did. I found an ambient track which I thought suited the game well over at www.musicloops.com. I paid the small fee for the rights to use the music. I then proceeded to add the music to the game which was easier than I could have hoped for (using XNA of course).

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Feel My Glove Challenge – March Update

It’s been a while since I updated the blog, I’ve been crazy busy with work recently so had to put game development on the backburner. Luckily the challenge has been extended a further month, which means more time to work on my game. Here’s what I’ve done so far…

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