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19. May 2015


The following is a list of every single tutorial/tip/review/guide ever published on It is an embedded Google Docs spreadsheet, available here in non-embedded form.

General ,

17. April 2015


If you are visiting from a mobile device, you may notice some massive changes.  Now when you visit the site, instead of the ugly GFS you know and love, you instead are getting an even uglier GFS!  Here is the site rendered on my HTC One for example:




I personally hate Hate HATE mobile sites, especially for sites like this one.  Code samples simply don’t look good on phones, and the full site looked just fine on my iPad.


However, Google disagrees and there is an algorithm change coming next week and if you like Google traffic, you can’t simply ignore it.  Your ranking is going to be tied to your mobile friendly-ness, and frankly, I wasn’t mobile friendly, not even close.  Today however I did mange to get the score up:



So the good news is, my Google index won’t get worse… in fact, it should improve.


The bad news is:

a) the mobile site is a quick smash-up.  Only about 5% of traffic is mobile as it is and if you are like me you just request the desktop site anyways.  I do need to spend some more time making this more functional and less ugly.

b) GFS is written with a fixed 900px working area assumed.  This was a requirement for formatting screen shots and code samples.  On mobile, neither of these are going to look ideal

c) bugs… there are certain to be bugs.


So, if you run into problems with the change, please let me know.  If you like me hate mobile sites, I’m sorry…  Google tied my hands on this one.


In time however I really need to sit down for a week or two and redo GFS from top to bottom.  Make things a bit less ugly and more importantly, better organize all of the content that is buried in this site.  When I do this I can hopefully merge the mobile and desktop experience into a more cohesive single theme.


14. April 2015


If you look over at the side bar you may notice a “Become my patron on Patreon” banner.  In case you’ve never heard of it, Patreon is a service that enables people to fund the efforts of content producers, such as


Over the years I have had a number of requests from readers looking for ways to donate to help support (which was awesome by the way!), however I never really had a mechanism to do so.  It was with the birth of my daughter that I started to try turning GameFromScratch into a full time job.  The response has been amazing, GFS currently receives over a 1/4 million views per month and after only a couple months creating videos for YouTube, we passed the 1k subscriber mark and are approaching the 100,000 minutes watched per month milestone and are growing rapidly.  The community response has been nothing short of amazing and for that I thank you all.  The sheer volume of positive comments and emails I receive from many of you are simply inspiring and incredibly appreciated.


From a financial point of view however, I would probably be better off flipping burgers at McDonalds.  I don’t really bemoan this fact.  I am doing something I love and have the flexibility to focus on being a father while doing it, the definition of win/win.  Earning money has never really been a major focus for me, perhaps to my wife’s chagrin! ;)  Obviously there are ads running on Gamefromscratch, something I hope the majority of you don’t find too offensive.  These certainly help and defer server and operating costs but are nowhere near enough to approach what I would receive as a salary “with a real job”.


I had intended to supplement my income writing books.  After completing and publishing my first book, the well received but poorly selling PlayStation Mobile Development Cookbook, this idea quickly went away.  I’ve talked to a number of technical book authors since and let me just say, nobody is making their living this way!  I have flirted with the idea of self publishing a book, and may still, but truth of the matter is any other project I work on like this takes directly away from time I spend developing content for GFS.  Of course, finally creating and publishing a game of my own is certainly another option, but truth of the matter is, I vastly prefer teaching others… I appear to have found my calling in life.


In the end I am essentially developing multiple books worth of content on GameFromScratch every year as it is.  For example, I once converted the Blender tutorial series to iBook format and it weighed in at over 300 pages and I only made it 80% of the way!  The LibGDX tutorial series already exceeds the contents of any book on the market, by a large margin.  On the other hand, a book cannot contain animations, properly formatted and colour highlighted code samples, downloadable files or video format versions.  There is no comment section to answer questions or for the community to discuss topics.  Taking time away from GameFromScratch to work on a book that is in an inferior format, not available to everyone, has less functionality and cannot be updated… this doesn’t seem like a very logical use of time, does it?


Enter Patreon and it might be the perfect fit.  Patreon enables you to pledge a monthly dollar amount (starting at 1$ USD I believe) to help support the work of artists and writers you want to support.  This pledge amount would greatly exceed average royalties I would earn from writing another book and of course far more people would benefit from the results.  I personally like to believe that as a whole GameFromScratch provides more value than most book purchases.


It is customary to offer sponsor rewards on Patreon and this is an area I am struggling with.  The single biggest reward I can offer is first off my thanks.  The most tangible reward is more of my time dedicated to create more and better content for GameFromScratch.  These rewards of course benefit everyone, not just backers.  There are other options, like removing ads or walling off exclusive content or source code access.  Removing ads isn’t generally that effective as the majority of people that dislike ads already run adblock software.  I hate disruptive ads, like landing pages, interstitial or audio ads, the really annoying stuff, so I try to keep them non intrusive to start with.  I don’t really like the idea of exclusive content either, I obviously want my work to help as many people as possible as much as possible.


There are a few reward ideas I have considered, such as making PDF versions of long tutorial series available to backers.  Another option would be to open up the future direction of’s content to voting.  As it stands right now, I decide what to work on next based on community requests coupled with what I find new, shiny and exciting at the time (part of why I love this job so much!).  I could possibly make this process democratic, to let backers vote on what contet GFS should focus on.  As of right now there are no rewards, other than my gratitude and of course more time focused on GameFromScratch!


So that’s my spiel.  I just want to say in closing, that each and every one of you supports simply by visiting.  Your time, support, tweets, links and comments are all deeply appreciated by me.  If however you want to help GameFromScratch thrive and grow going forward, please consider becoming a Patron.


My Thanks,


General, News

29. March 2015


I’ve been trying to decide what major project to embark on here at  All of the current tutorial series are at a stage that I feel they are “good enough” to get anyone started and I will keep adding to them over time.  Once I reach that point I need to decide on what project to work on next.  It’s both a fun and frustrating problem to have!


I’ve been thinking about it long and hard, then recently there were some major announcements I simply couldn’t afford to ingore.  First the folks over at Unreal announced that Unreal Engine would no longer have a monthly subscription.  This is actually something I called for ( with a fair bit of hyperbole… ) when Unreal Engine 4 was released.  Immediately after, and with much thunder stolen, Unity made a very similar announcement.  These lowered barriers of entry vastly increased the appeal of both engines.


I’ve long intended to cover both engines in more detail.  I immediately subscribed to Unreal 4 on it’s release and did a bit of an overview post.  I never got the opportunity to get much deeper, as frankly, there is a pretty steep learning curve attached and I simply didn’t have the time.  Way back when I launched this game I was intending to “create a game from scratch” using Unity.  Somewhere along the way I got distracted and we ended up with a series of LibGDX, Phaser, Blender, HTML, C++, JavaScript and more game development tutorials.  Oops.


So, basically I’ve always intended to cover both for the longest time, but which one should I cover first?


I struggled with this for a long time, going back and forth between the two so many times I got nowhere.  Then I had a thought…


Lot’s of you have got to be asking “What should I use, Unity or Unreal?”.  It’s a fair and difficult question, as I obviously can’t decide myself!  So I am going to learn both and document the process, both in text and video.  So essentially I am going to do a Unity and Unreal tutorial series at the same time, learning both and documenting the process in both video and text form as I go.


Untitled 7


That all said…  this thread title and the above image are both a bit on the sensational side.  I am not actually comparing the two engines, there will never be a “Unity is greater than Unreal” or vice versa conclusion.  Both engines are obviously quite viable, popular and each has it’s own strengths and weakness.  Determining which engine is better than the other engine all comes down to your own preferences and requirements.  At this point arguing which engine is better is about as useful as the endless programming language wars.


Instead I will be going the process of creating a typical 2D game ( at least initially, 2D only ) in each game engine, documenting the process as thoroughly as possible.  So by the time I am done I should have a fairly comprehensive tutorial series covering creating a 2D game in each engine, and you should have a nice side by side comparison of how each engine works, which should aid in your selection process.


I intend to cover subjects such as the following, for each engine, in both video and text tutorial form:

  • Engine overview
  • Learning resources
  • Simple graphics
  • Game loop/Event processing
  • Input
  • Audio
  • Animation
  • Level composition
  • Collisions
  • Physics
  • AI
  • Networking ( maybe )
  • etc…


So basically all the pieces that go in to making a simple game.  I will learn it in one engine, document the process, learn it in the other engine, document the process then continue on to the next item in the list.  Obviously if there is something you think I should cover, let me know and I’ll do my best.


There are a few caveats of course…  first, this might take a very long time.  I’ve a lot of learning to do here, so there might be a bit of lag between posts.  The biggest catch though is I’ll be documenting things I’ve only just learned!  Expect some mistakes, inefficiencies and other hiccups as I go.  Obviously as I go I will try to be as “right” as possible, but I am no subject matter expert here!  I have a small bit of experience with both engines and tons of experience with game programming in general, but I don’t for a second claim to be an expert with either technology!


One other aspect of a game project like this is obviously game assets.  For a programmer, often getting art assets is as much of a time sink as programming!  Therefore I am going to be implementing this project in parallel with another very interesting art tutorial over at 2dgameartforprogrammers to create and release all of the assets to create a game called BotBox.


So, essentially I am going to attempt to create that game using both the Unity and Unreal game engines.  Wish me luck and I hope you enjoy it!


Of course, any and all feedback highly appreciated.  Please have patience with me… this might take a while!

Programming, News, General , ,

1. February 2015


Today I ran into something extremely annoying while typing some JSON for a LibGDX tutorial.  LibGDX uses a naming convention that IntelliJ doesn’t like…  here, I’ll show you what I mean.




Suffice to say… it’s pretty annoying.  What’s even more annoying is there is simply no way to turn this behavior off.  There is however a way to suppress it thankfully.  It isn’t intuitive however, so I figured I would make this post.  So hopefully if you are struggling with turning off IntelliJ automatic code reformatting in JSON, this will be useful to you.


Go to File->Settings… menu.  Locate Editor->Code Style settings.   Find “Formatter Control” and tick Enable Formatter markers in comments. 



Now add // @formatter:off at the top of your file and edit like normal.   Now…




Much better!

General, Programming ,

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