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	<title>Omnisaurus Games</title>
	<link>http://omnisaurusgames.com</link>
	<description>Hatched from an egg with a controller in hand</description>
	<lastBuildDate>Wed, 14 Sep 2011 16:44:06 +0000</lastBuildDate>
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	<item>
		<title>September Build</title>
		<description><![CDATA[Here&#8217;s the build for september. (Click the cat to play! Left and right steer, Up boosts) I&#8217;ve been spending a lot of time figuring out Unity&#8217;s GUI system works. Unity uses an immediate mode GUI, which is rare &#8211; all of the GUIs that I&#8217;ve built or used in the past have been very heavily [...]]]></description>
		<link>http://omnisaurusgames.com/2011/09/september-build/</link>
			</item>
	<item>
		<title>At long last. . . a build!</title>
		<description><![CDATA[Gord and I have been busy working away during this past long month of silence. Here is the result: Press up to launch and to boost, and left and right to steer. We got this to run on an actual iDevice yesterday with tilt steering controls. Despite the inherent Apple weirdness with Provisioning profiles and [...]]]></description>
		<link>http://omnisaurusgames.com/2011/08/at-long-last-a-build/</link>
			</item>
	<item>
		<title>State of the Cat</title>
		<description><![CDATA[All of the games that I&#8217;ve worked on at my day jobs have been animation intensive, so I have a very animation-focused vision of gameplay. For me, animation and character control are inextricably linked, and it&#8217;s often useful to consider them to be almost the same thing. When I&#8217;m designing the behaviour of a user-controlled [...]]]></description>
		<link>http://omnisaurusgames.com/2011/07/state-of-the-cat/</link>
			</item>
	<item>
		<title>Rocket Cat Evolution</title>
		<description><![CDATA[Here are the first concepts of our new hero, Rocket Cat! The idea behind these images, and behind the level progression, is that the cat scientists develop bigger and better rockets to get closer and closer to the moon. We thought it would be cool to reflect this in the art, so that when you [...]]]></description>
		<link>http://omnisaurusgames.com/2011/06/rocket-cat-evolution/</link>
			</item>
	<item>
		<title>Texture Atlas Generation Using Python</title>
		<description><![CDATA[It&#8217;s often quite useful to pack multiple textures into one image &#8211; this can help to improve rendering performance by reducing the number of texture changes needed to draw a scene, or to more efficiently use space on systems that require power-of-two-sized textures. I need atlasing for sprite the animation system that I&#8217;m working on [...]]]></description>
		<link>http://omnisaurusgames.com/2011/06/texture-atlas-generation-using-python/</link>
			</item>
	<item>
		<title>Level Art History</title>
		<description><![CDATA[Our poor pinball pirate cat not only has a varied history in terms of game design, but in art style too. I&#8217;m a huge fan of grey blocking assets until the gameplay feels good, then doing an art pass over the existing grey blocked assets. This is something that in my opinion isn&#8217;t done enough [...]]]></description>
		<link>http://omnisaurusgames.com/2011/06/level-art-history/</link>
			</item>
	<item>
		<title>2D Sprites in Unity3D</title>
		<description><![CDATA[Unity is a great platform. You can get prototypes up and running very quickly, and you can make fancypants 3D worlds with shaders and shadows and all the trimmings. The platorm&#8217;s 2D support, however, is practically non-existant. Sure, you can pretty easily constrain your gameplay to a plane, and the included physics engine can be bent into [...]]]></description>
		<link>http://omnisaurusgames.com/2011/05/2d-sprites-in-unity3d/</link>
			</item>
	<item>
		<title>Our first (failed) build</title>
		<description><![CDATA[When you&#8217;re designing a game, you have to be ready to throw out a lot of work. Many ideas sound great on paper, but fall flat when you actually play them. We&#8217;ve been prototyping various ideas for the past couple of months, all of which have turned out less than stellar. We&#8217;re pretty sure that [...]]]></description>
		<link>http://omnisaurusgames.com/2011/05/our-first-failed-build/</link>
			</item>
	<item>
		<title>Welcome!</title>
		<description><![CDATA[Hi, I&#8217;m Kevin, the programming half of Omnisaurus games. We&#8217;re pretty excited to start development on our first game, but before we did that we wanted to make sure to get our web site up and running. We&#8217;re planning on developing our game for iPhone using the Unity3D engine. The cross-platforminess of Unity allows us [...]]]></description>
		<link>http://omnisaurusgames.com/2011/05/welcome/</link>
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