Flappy Bird did it. The most simple game ever build at the top of every AppStore. How frustrating can that be to big game development companies that put hundreds of thousands of dollars into developing and marketing their games? It is so funny to follow this industry. You can never predict the future. I was feeling […]
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How the world looks with different app stores
Below are the revenue maps for my apps, from Apple App Store and BlackBerry World. As you can see with Apple the US is king, while with BlackBerry the king is Canada. Hint: Combine the two and you got the whole north america đ
Read MorePorting your iOS game to Blackberry Playbook (and future BB10 phones)
Continuing after my latest post about porting existing iOS games written in C/C++ to the Android platform, here I am again writing about my latest porting endeavor that brings Pop Corny to the third platform! Ever thought of porting your iOS game to the Blackberry Playbook? Well, here I will share some insight of what […]
Read MorePorting my game engine to the Playbook
The last few days I am a happy owner of a BlackBerry Playbook. The device was offered to me by RIM (thanks to Luca Filigheddu) in order to port Pop Corny to it. To tell you the truth I never owned a Blackberry device before, not to mention develop for it. It was a totally […]
Read MorePorting your game from iOS to Android
So you created a C/C++ game for iOS that gives joy to iPhone and iPad gamers from around the world. How can you deny this joy from all loyal Android users? I can’t, so I had to port Pop Corny to the Android platform. It was a very interesting experience, full of gain as I say, and I […]
Read MoreWriting portable code: A process full of gain
Lately I am spending some of my time into porting my game engine to the Android platform. It is a rather refreshing, interesting, rewarding and also frustrating experience. All at the same time. The process helped me learn new lessons and remember some old ones I had forgot. Getting confortable First of all I realized […]
Read MoreBeta testers on Android wanted – Ask inside
If you follow me online you probably know that the last weeks I have been porting Pop Corny to Android. I can say that it is a great experience and I myself can’t wait to put it out there. I am also going to blog about my experience and will try to provide any valuable […]
Read MoreC++ Concurrency and Parallelism
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 […]
Read MoreMy game design hat
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 […]
Read MorePredictable garbage collection with Lua
In one of my previous posts I talked about how you can make the Lua garbage collector (GC) more predictable in running time. This is a virtue that is highly valued in a GC used in games where you don’t have the luxury of going over you frame time. In that post I described a […]
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