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Gamieon's Journal



Unity Windows Phone 8 In-App Purchase Integration

Posted by Gamieon, 07 July 2014 · 243 views

The focus of this journal entry is on how I integrated In-App purchase capabilities into my Unity game. I'm not going to discuss strategies for earning money from players, or how I used the IAP assets once they were integrated.

Unity Setup for Zaubersee
I began by purchasing a Windows Phone 8 IAP Unity package by Zaubersee at https://www.assetstore.u...


Unity Windows Phone 8 Ad Integration

Posted by Gamieon, 02 July 2014 · 329 views

In one effort to monetize Hamster Chase, I wanted to have ads appear in it. It took me a while to decide where to put the ads; the articles at https://inneractive.jira.com/wiki/display/DevWiki/Ad+Placement+Strategy and http://streetfightmag.com/2012/12/14/can-mobile-advertising-be-made-less-annoying/ were helpful with my decision making. I decided to ha...


Unity Windows Phone 8 Facebook integration

Posted by Gamieon, 30 June 2014 · 2,623 views

I wanted to add Facebook integration to Hamster Chase for Windows Phone 8 in an effort to have players get word out of the game through social media in exchange for a reward.

A search on Google led me to Chillster's Facebook SDK at http://forum.unity3d.com/threads/facebook-sdk-for-unity-plus-windows-phone-8.217907/ . It was free and also fairly new. I...


Porting Hamster Chase Part 2: Performance and Properties

Posted by Gamieon, 25 June 2014 · 190 views

In a previous journal entry I described my experiences converting my Unity iOS/Android app to Windows Phone 8. Here I continue on about my experiences with combating app slowness as well as setting app properties from the generated VS 2013 project.


Transparency Performance Issues Resolved
Experience has taught me that iOS is efficient with transparen...


Porting Hamster Chase to Windows Phone 8 (Unity 4.5)

Posted by Gamieon, 01 June 2014 · 210 views

A couple weeks ago, a friend tipped me off to a free Microsoft Unity workshop that was held in Orlando, FL. Though reluctant at first, I decided to go. I needed to get out of my lone wolf developer cave, meet other folk, and see what Microsoft could do to help me port my mobile games to Windows Phone 8. Long story short, it was a good experience and I was...


Paper Cowboys Alpha 1 Now Available!

Posted by Gamieon, 06 May 2014 · 877 views

I finally got Paper Cowboys to a playable alpha state. I originally wanted to wait until it was much more polished; but I decided this was a good way to find people interested in helping me finish the game through constructive feedback, help with PR and play testing. And besides, if something is playable, why not post it?

Paper Cowboys is available via U...


Paper Cowboys Dev: Almost alpha time!

Posted by Gamieon, 17 April 2014 · 363 views

Updates have been few and very far between; mainly because most of the work I've done doesn't directly result in new stuff to show everyone. I'm over that part now, and papa's got a brand new bag!

Special Weapons
Special weapons get spawned at random when players shoot barrels. If you're one of those people who plays Diablo 3 and never gets a legendary...


Skillz iOS, Unity 3, and I

Posted by Gamieon, 24 February 2014 · 465 views

In December 2013 I entered into a small "venture" with the Skillz team to make a simple game called Tiltz Tournament where players could compete for game coins or real money. I developed the core game, and they provided the tools for matchmaking and account management. Here I write about my experiences in hopes other Skillz developers can benefit, find...


Paper Cowboys Dev Update - Level 1 and more!

Posted by Gamieon, 21 February 2014 · 258 views

It's been a while since my previous update, but I finally have some content to show off for the new level 1 in Paper Cowboys full! The reasons it took me so long:

Procrastination : I simply didn't have that creative spirit and motivation. I've been rather busy at my full time work and exercising lately.
Overdesign : I spent at least five hours worth of t...


Paper Cowboys: Local and remote players combine!

Posted by Gamieon, 31 January 2014 · 815 views

I'd like to release Paper Cowboys for the PC, Mac, Linux, and for at least one console. It therefore only makes sense to plan ahead for having multiple players controlled by the same running instance of the game. Even without a console release, the idea of friends sitting around the computer with gamepads playing together can be fun.

Check out this short...






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