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Behind the Scenes of Mirthwerx



Lessons Learned Making a Free Version of our Mobile Game

Posted by LordYabo, 01 May 2012 - - - - - - · 5,369 views
ios, game, C++, marmalade and 4 more...
Intro
I’m Thomas Henshell (LordYabo), co-designer and programmer of Catch the Monkey. I work at an indie mobile game shop in Burlington, ON called Mirthwerx. In...


How we Built an iOS game on PC Part 4/4: Testing, Release, Marketing

Posted by LordYabo, 22 February 2012 - * * * * * · 6,320 views
iOS C++, PC iPhone, gamedev
How we Built an iOS game on PC Part 4/4: Testing, Release, Marketing This series chronicles Catch the Monkey from ideation to sale worldwide in the App Store.
You can read other articles in this series...


How we Built an iOS game on PC: Part 3/4 Balancing and Polishing

Posted by LordYabo, 15 February 2012 - * * * * * · 4,157 views
ios gamedev android, iphone, C++
How we Built an iOS game on PC: Part 3/4 Balancing and Polishing This series chronicles Catch the Monkey from ideation to sale worldwide in the App Store.
You can read previous articles in this series...


How we Built an iOS game on PC: Part 2/4 Building the Core

Posted by LordYabo, 08 February 2012 - * * * * * · 8,227 views
ios gamedev, android, iphone and 2 more...
How we Built an iOS game on PC: Part 2/4 Building the Core This series chronicles Catch the Monkey from ideation to sale worldwide in the App Store.
You can read other articles in this series...


How we Built an iOS game on PC: Part 1/4: Design and Prototyping

Posted by LordYabo, 01 February 2012 - * * * * * · 9,569 views
iOS C++, iPhone, PC
How we Built an iOS game on PC: Part 1/4: Design and Prototyping This series chronicles Catch the Monkey from ideation to sale worldwide in the App Store.
You can read other articles in this series...





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