Fear Con Awaits!

We’ve been super busy the past couple weeks and have lots of fun things to share with all of you! First off we are presenting a new game at Fear Con this year that we are calling Shadow Brume. which is a haunted house game where the house is trying to kill you. We’ve been […]

Pixel Art Explosions and Collider Collisions

There have been many explosions going off at Binary Cocoa this week! Mostly animated pixel art explosions in Tiled. Stephen has been pixel arting his brains out and is loving every minute of it. Too bad his code skills are still not up to snuff otherwise he would have made six games by now (not […]

Binary Cocoa Does a Barrel Roll

We’re making some space jets! We’ve been secretly working on a game that’s in the vein of Strike Gunner and other star blasters alike. Here’s a screenshot of the game so far! Those of you that are following our Twitter account might have already been seeing this, but we’ll divulge more information on this game […]

Binary Cocoa Puts On Their Teacher Pants

I used to teach middle school so I know what teacher pants feel like. Lots of chalk stains, marker stains, puke stains, and a whole lot of sagging from walking around a classroom all day. Not a bad life! Joseph has been approved to teach a class about game development this year at the OpenWest […]

Binary Cocoa Ups the Ante

Lots of new things have happened this week! Joseph said we couldn’t install firemen’s poles but that we could continue to work on Collider. His reasoning against the poles included something about what other people would think when they saw our office. Whatevs. He’s probably right. Braxton has been muscling the development work on Collider […]

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 Flexes Its Muscles

For the past few months the team at Binary Cocoa has been skiing across the alps and riding eagles down the mountains like real men with copious amounts of chest hair. Sometimes they look like this : Fus ro dah. Now let’s get to what Binary Cocoa has really been up to. BOCO has seen […]

Sourcetree for the Uninitiated

Joseph and I became a team back in the fall of 2013. I was a partially employed undergrad with an art minor, and Joseph was an IT consultant who’d created a game prototype that needed artwork. Luck (or our mutual friend named Braxton) brought us together, and we made Binary Cocoa’s first game, Hexapod Defense […]

The Wonders of Winged Edge

Have you ever looked at a problem and thought to yourself, “This will be easy, I just need to do this and that and it’ll be done”? I often look at the broader problem without giving the details much thought until I’m already waist deep in code, and working on BOCO was no different. I […]

Introduction to Löve – Part Two

In my previous post (Introduction to Löve), I showed you how to start using the Löve framework to produce a game. While what we made wasn’t really a game exactly, it did have some of the foundational things you would need.  In this post, we’re going to add a bit more.  Specifically, we’re going to give […]

Introduction to Löve

Binary Cocoa has been doing game development for a while, and quite often we are asked what engine we use and why we use it.  This post will answer that question as well as give you, the reader, a starting point in doing your own game development. Löve (www.love2d.org)  is “an *awesome* framework you can […]