[color=#282828][font=arial]My latest game, Rocket Rascal, was just released into the iOS and Android app stores.[/font][/color]
[color=#282828][font=arial](You can get it here for iOS and here for Android)[/font][/color]
[color=#282828][font=arial]It's a little too early to tell whether the game was…
My latest game, Rocket Rascal, was just released into the iOS and Android app stores.
(You can get it here for iOS and here for Android)
I wanted to write a little bit about how I got the performance of this game to an acceptable level.
For being such a casual game, I hit some serious performance is…
Preamble
[color=#444444][font='Helvetica Neue']Alien Star Menace is available now for iPhone & iPad on the Apple App Store and on Android in the Google Play Store.[/font][/color]
Background
[color=#444444][font='Helvetica Neue']Alien Star Menace started with a simple goal (if you're a dumb person)…
[color=#444444][font='Helvetica Neue']Alien Star Menace is available now for iPhone & iPad on the Apple App Store and on Android in the Google Play Store.[/font][/color]
Background
[color=#444444][font='Helvetica Neue']Alien Star Menace started with a simple goal (if you're a dumb person)…
My latest game was released! For both iOS and Android - I didn't intend to make an Android build, but it turned out to be way easier than I thought.
Here are the relevant links:
App Store
Google Play
Press Kit
Feedback, comments, and ratings are welcome.
I'll probably write up a post-mortem in a few days…
Here are the relevant links:
App Store
Google Play
Press Kit
Feedback, comments, and ratings are welcome.
I'll probably write up a post-mortem in a few days…
Alien Star Menace is in review with Apple right now and should hopefully be available for iOS devices in the next few days.
Here are various promo elements I've been putting together for marketing:
Follow Alien Star Menace on Facebook
Here are various promo elements I've been putting together for marketing:
Follow Alien Star Menace on Facebook
I've just released the second demo for my game Pixel Space Horror.
Play the Second Public-Ish Demo Here
I'm not going really wide until the alpha build, but I've made enough progress to push up another "kinda private" build for feedback. A lot of changes:
Play the Second Public-Ish Demo Here
I'm not going really wide until the alpha build, but I've made enough progress to push up another "kinda private" build for feedback. A lot of changes:
- Action Point system has been entirely overhaul…
[color=rgb(68,68,68)][font='Helvetica Neue']Rebalancing[/font][/color]
One of the criticisms of my pre-alpha demo of Pixel Space Horror was the balance - not so much the unit-to-unit balance (which was and still is broken), but the overall game balance. The action point (AP) system encouraged sendin…
One of the criticisms of my pre-alpha demo of Pixel Space Horror was the balance - not so much the unit-to-unit balance (which was and still is broken), but the overall game balance. The action point (AP) system encouraged sendin…
During this phase of development for Pixel Space Horror, I'm focusing on content. Specifically, I'm trying to get the first 15 levels roughed in - not final, definitely not polished, but playable.
I'll keep this update short on words and instead just show you:
How am I going to rationalize a graveyar…
I'll keep this update short on words and instead just show you:
How am I going to rationalize a graveyar…
I spent most of the weekend adding the vast majority of units & enemies for Pixel Space Horror that will be seen in the game. The majority of the implementation details were already there: the game already supported most of the attack types & buffs that units would provide.
I created a simpl…
I created a simpl…
Update 4: Pre-Alpha Demo
[color=rgb(0,0,0)][font=Verdana][background=rgb(252,252,252)]I wanted to put together a small web build, mostly for friends to evaluate. If you want to try, [/background][/font][/color]here's the link.[color=rgb(0,0,0)][font=Verdana][background=rgb(252,252,252)] I'm not putt…
[color=rgb(0,0,0)][font=Verdana][background=rgb(252,252,252)]I wanted to put together a small web build, mostly for friends to evaluate. If you want to try, [/background][/font][/color]here's the link.[color=rgb(0,0,0)][font=Verdana][background=rgb(252,252,252)] I'm not putt…
Most of the last few days has been spent putting together some necessary UI elements. I'm trying to keep the game pretty UI-lite, but there's no avoiding some things.
First, the level selection screen or "lobby." Right now we're assuming all the levels are unlocked, which is definitely not the start…
First, the level selection screen or "lobby." Right now we're assuming all the levels are unlocked, which is definitely not the start…
Background
Pixel Space Horror (PSH) is a very streamlined strategy game: units can only move and attack. For movement, they have a fixed range they can move. Attacks are more varied - every unit has some special qualities when it attacks, such as whether attacks do explosion damage or whether they r…
Pixel Space Horror (PSH) is a very streamlined strategy game: units can only move and attack. For movement, they have a fixed range they can move. Attacks are more varied - every unit has some special qualities when it attacks, such as whether attacks do explosion damage or whether they r…
I haven't posted here in a while. Most of that has been because my side-projects were completely buried under the weight of my job project (go play Lil' Birds for iPhone/iPad !), and I don't really have the authority/clearance to speak publicly about my work, leaving me without content suitable fo…
Our latest game, Cuddle Bears, is now available for iPhone, iPod Touch, & iPad. Here are some links for your pleasure:
- Website
- iTunes Link
- Facebook Page
- Press Packet - contains screenshots, more information, that sortta thing.
The game is free for a limited time, so feel free to try it out. If you…
These are fresh in my mind, so I thought I'd put together a quick blog post:
- Don't assume that because your app runs on an iPhone 1st generation that it runs on an iPhone 3G. The 1st gen is bound to iOS 3.1.3, and despite everything you might say about that, 3.1.3 hogs considerably less memory. A …
Spot the insanity:
struct WordTreeNode
{
bool IsWord;
StringBuilder Word;
DynamicArray Nodes;
DynamicArray UsedNodes;
int UsedNodeCount;
WordTreeNode();
~WordTreeNode();
};
...
WordTreeNode::WordTreeNode() : IsWord(false), Nodes(26), UsedNodes(26)
{
...
}
void WordList::AddWordToTree(const StringBuilder&…
I've spent the better part of my professional game development career developing tools. All the same, when I'm involved in a personal project, I have 0 interest in writing a tool. I much prefer the free (or cheap) stuff off the internet. Here's what I've been using lately:
BMFont
I've done a fair…
BMFont
I've done a fair…
In my spare spare time (that is, my time not dedicated to my day job or an active side project), I've been hacking with porting Word Duelist from iPhone to the Android NDK. I wrote my core iPhone code in C++ without STL specifically to facilitate this. Of course, then Google announced the newer v…
Foreward
Just a quick word before I get into the post mortem proper: Word Duelist for the iPhone shipped about 12 hours ago. I'm writing this while it's still very fresh in my mind - but I'm also writing it at 2:30 AM, so my mind is perhaps not its greatest.
You can get the full version on iTunes he…
Just a quick word before I get into the post mortem proper: Word Duelist for the iPhone shipped about 12 hours ago. I'm writing this while it's still very fresh in my mind - but I'm also writing it at 2:30 AM, so my mind is perhaps not its greatest.
You can get the full version on iTunes he…
My second personal iPhone game has now shipped and is available on the app store! Go get it:
Free Version
Full Version
I'm a bit rushed for time right now - later I'll augment this post with screenshots, trailers, information, all that fun stuff. In the meantime, you should play the game, rate it, …
Free Version
Full Version
I'm a bit rushed for time right now - later I'll augment this post with screenshots, trailers, information, all that fun stuff. In the meantime, you should play the game, rate it, …
Word Duelist has been submitted to iTunes Connect and is now "Awaiting Review." Based on how long my previous games have taken, I would expect it to be through review in about a week. Hoping it passes.
The end cycles were brutal.
Even with my independent development (probably moreso, actually), I t…
The end cycles were brutal.
Even with my independent development (probably moreso, actually), I t…
I've currently been working on porting my Xbox Live Indie Game Word Duelist to the iPhone (and potentially the Android). Here are some unfiltered thoughts while I've been going through the process:
UI implementation has more caveats on touch devices than it does with a controller. You have to worr…
I realized that after two content heavy posts, I hadn't actually made the obligatory "hi" post. Plus the install time for my current project is monumental, giving me time to kill. So here's who I am and a discussion on my motivations with this blog:
I'm Brian. Currently an engineer at Spark Plug …
I'm Brian. Currently an engineer at Spark Plug …
Prologue
For one of my first XNA games, I decided to hand code my UI. This left me with a ton of statements like this:
StaticImage img = new StaticImage(someImage);
img.Position = (50,50)
img.CenterHorizontal = true
...
I thought this would be OK, since the project was intended to be small and essential…
For one of my first XNA games, I decided to hand code my UI. This left me with a ton of statements like this:
StaticImage img = new StaticImage(someImage);
img.Position = (50,50)
img.CenterHorizontal = true
...
I thought this would be OK, since the project was intended to be small and essential…
Back when I was first starting ambitious game dev projects, I believed a good scripting system solved a lot of problems:
(1) It appeared super modular. After all, I could keep so much game logic outside of my code and only use C++ for engine development.
(2) Rapid iteration! Who doesn't want to cha…
(1) It appeared super modular. After all, I could keep so much game logic outside of my code and only use C++ for engine development.
(2) Rapid iteration! Who doesn't want to cha…
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