Thoughts Serializer

Computer graphics, Games, Personal

C++ Concurrency and Parallelism

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One of the blessings and curses of C++ is its Standardization Committee. The bureaucrats that steer the language can surely be both. I admit that I have found myself frustrated with the slowness and lag that C++ can have with catching up with progress, but when I think about it I wouldn’t be able to find a way to move forward such a huge language, with so many different forces pushing for its evolution. Today I read this article about the implementation of threading, parallelism and concurrency in C++, and it can be very explanatory on why questions “y u no standar threading, C++?” don’t have an easy answer.

Link: The Future of C++ Concurrency and Parallelism

Linkz: Things I found interesting

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1) Meet the creators of ARM… [or connecting the dots looking back]

“The development board plugged the chip into had a fault: there was no current being sent down the power supply lines at all. The processor was actually running on leakage from the logic circuits. So the low-power big thing that the ARM is most valued for today, the reason that it’s on all your mobile phones, was a complete accident.”

2) C++11: Why start using it

9 reasons you should start using C++11 today. I am sold for sure!

3) Getting Your Game Reviewed: Do These Things, Not Those Things… [yeah right]

“You’ve busted your butt trying to make the game you need to see made. I’m snowed under a pile of applications with too much to do and too little time to do it in. How do you get me, the Judge/Media/Publisher, to review your game for more than 5 minutes??”

4) Edmund McMillen on “manipulative” games

“There is a whole shit load of wrong out there these days, from abusive and manipulative money making tactics, to flat out stealing,”

5) Embracing Dynamism

A post about dynamic scripting languages by the awesome guy at #altdevblogaday by Niklas Frykholm.

Launching on the AppStore in the year 2012

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[Also posted on AltDevBlogADay]

Today is somewhat an important day, as it is exactly 60 days since the day I can officially call myself a published indie game developer! It was February 3rd when Mr. Pop Corny rushed (actually it crawled thanks to Apple, but I will get to that below) into the AppStore after an 8 month development time, and the dream came true. So it seems now it is a good time to share some of my experiences regarding launching on the AppStore. I will try to provide some insight that I wish I had from other projects prior to launching my own. Read the rest of this entry »

Tag Cloud

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I had some free time today and got the idea to create a tag cloud with the english reviews of Pop Corny. So I dumped all the US and UK AppStore reviews to a text file and there you go:

I am a statistics junkie.. I know! :)

Pop Corny is the Free Game Of The Day!!!

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Yeap! Thats right! Pop Corny if free today thanks to the kind people at OpenFeint’s – FGOTD.

Don’t waste time… get it and addict yourself!!! :D

iTunes link: http://bit.ly/getpopcorny

Take a look at the new gameplay trailer as you download:

Status update for Pop Corny

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Pheuuu! That was a long week that passed. Worked all day for most of the last days to get the update for Pop Corny ready, but I think that it was totally worth it.

Many things were added to the game since the last version 1.2, so much actually that this is called version 2.0! Players will enjoy new stages, new weapons, new bonuses, new objectives, new boxes, on and on. Beta testers were truly excited with it.

The update is now under review from Apple’s trusty reviewers, and I expect the update to be released on Friday. So hold tight.

At the moment I am creating a gameplay video that I will post the day the new release comes out, but I will stop now to go watch the million of dollars that Double Fine has made at http://www.kickstarter.com/projects/66710809/double-fine-adventure. They will have a live video stream from the offices as the kickstarter project comes to an end. (only 4 hours left).

My game design hat

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One of the main traits that an indie developer must cultivate is that of wearing many hats. All indie game develepers will tell you about it, and it is the first thing you will realise when going indie. Wearing many hats is usually the result of small budgets. Small budgets mean less heads, but equal amount of hats. What I learned through the course of developing my indie game is that your success depends on how well your head fits those hats. Your game will simply be as good as the worst fit.

One of the hats I had to wear for the development of “Pop Corny” was that of the game designer. The closer I had ever come to game design before this, was playing games with a little more inquiring spirit than most players do. This can definitely be interpreted as a bad hat fit. It was clear that in order to have a successful game, I had to find clever ways to improve the fit. This of course could be done by adjusting the head (becoming a better game designer) or by adjusting the hat (adjusting the problem itself to something that I would handle). It was obvious that I had to do the first as much as possible, but without the later I was not going to go far. Read the rest of this entry »

Pop Corny is out!

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I am proud to announce to you the release of my first game “Pop Corny”.

The game was released earlier today and the response was overwhelming! The game managed to hit #1 Top Paid Game on both iPhone and iPad in a few hours and #2 in Top Paid across all app categories on the Greek AppStore.

The reviews are all 5 stars until now, and players seem to totaly dig it! We hope you will like it, too!

You can get the game here if you like: Pop Corny for iOS

Pop Corny Trailer Released

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Yesterday I released the teaser trailer for my upcoming game “Pop Corny”. The game is about to hit the AppStore and I really hope you like it!

http://youtu.be/AaLLUspUy6Q

Unveiling Pop Corny

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Honestly I can’t really describe how excited I am to finally be able to announce my first game! Since the first line of code I ever typed in a programming language, all I wanted to build was a game. It turns out that only many years later the timing would be right for it to become a reality. Some of you might already knew that this was coming if you had read my last #altdevblogaday post. A few days ago I unveiled the game’s icon to the game’s Facebook page. If you like it please like the page and share it as I am certainly going to need the word of mouth in promoting it.

I will not yet go into details about what the game is about (apart from obviously being about a popcorn loving crazy looking monster!), I will save this a for few days later when the AppStore review process will be coming to an end. A teaser video will also be released so keep an eye open for it.

Also if any of you happen to write for a game review website or you know a friend who knows a friend that has a cousin that got married to a girl that reviews games, please let them know I would be glad to send then the game!

CU!

p.s. If you are not a Facebook guy you can follow the game’s twitter account for updates: @MrPopCorny