Office Pictures!

It was pretty apparent in the last post that we built up a lot of hype around our new office but didn’t show any pictures of it. I’m here to remedy that! Feast your eyes on the beauty: Let’s start off with a shot of our elegant Collider poster hanging on the wall to keep […]

Binary Cocoa Tries To Be Social

We have an office! Yes, all those scathing rumors are true. After some contemplation we decided that it would be nice to have a dedicated space for work and to proudly display our arcade cabinet. It was also apparent we needed some human interaction apart from spookily eyeing people from afar. The savages have treated us […]

Binary Cocoa Goes Live On YouTube

Hey there, fellow gamers! You might not have noticed, but we haven’t posted in a couple of weeks now. That’s not to say we haven’t been busy on the development side of things…we just haven’t been updating the blog. Shame on us. Most of that shame falls on Stephen because he writes these things. Anyway! […]

Binary Cocoa Drops the Bass

Collider has a couple different game modes within it that I’ve been writing music for over the past year. Today I completed another track for a game mode called ‘Sumo’ that involves pushing large objects with your ship. I sat down with my keyboard and tried to imagine music that would go along with a […]

Binary Cocoa Turns the Lights On

Vikings is the first game that we have coded a lighting engine for. We have used shaders before but this task went above and beyond and nearly crashed our brains. We went through many jars of bean dip before we were able to figure it out. Our friend Braxton Huggins put his brain to the […]

Binary Cocoa Pushes Ahead on Collider

Exciting times are directly ahead for Binary Cocoa with their Steam release of Collider! The game is 99% percent complete, and as many developers know that last 1% percent is the hardest part to complete. We are squashing the bugs and introducing new ones in the process. We have perfected the two game modes we […]

How to Animate Sprites in Tiled

When I first started animating for Binary Cocoa I would usually draw my sprites and give them to Joseph hoping they would turn out alright. Sometimes I would check them in After Effects but the process was kinda tedious so I used a trial and error approach. Thankfully the results weren’t horrible all the time, […]

How We Establish Collision Zones in Tiled

Recently we have recoded Vikings and have decided to implement maps we built in Tiled. This has been advantageous for many reasons including being able to build larger maps with less art assets. It has also allowed us to establish collision zones by setting a specific layer to be the collision layer. Let me explain […]

Binary Cocoa Explodes Into 20,000 Particles

Blender is an amazing tool with capabilities that extend far beyond my meek imagination. Without having a teacher to tell you how to use the tools you kind of have to do some guesswork and dedicate a couple hours to discovering them. Or you could watch a YouTube video and follow the steps they take, […]

How to Make Terrains in Tiled Map Editor

Hey there, humans! Know what’s really cool about using the Tiled Map editor? You don’t have to place every single terrain tile by hand like a goon (like I was doing). Instead you can follow these handy steps to building large terrains within a matter of minutes instead of countless hours. This should save you […]

Collider Has Been Greenlit

Collider has been greenlit by Steam! The crew at Binary Cocoa has been celebrating by buying everyone on the team a new lamborghini. This will probably prove to be very foolish, but nobody ever said we were good at financing. The truth is we are very grateful to everyone that has helped us out on […]

OpenWest Day One Recapture

Day one at the OpenWest conference here in Orem, Utah has been a blast so far! We walked away from our booth with barely the power to stand after being swamped all day. We met a lot of awesome people and had a good crop of competitors sign up for the great BOCO showdown tomorrow! […]