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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FlyCraft: The success story
Back in October 2012 I had the bold idea of taking part in Ludum Dare’s October Challenge. Having done game engine and game development projects in the past I knew what kind of huge challenge this was going to be. Nonetheless I still knew I wanted to do it. Already being in a game idea […]
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 MoreAndroid & Pop Corny == true
Yeap it is true! Pop Corny is finaly available on Android devices. It was a huge effort trying to support all those diverse devices, but it is going better than I expected. Pop Corny is available since yesterday and until now I only had one complaint for not running. I consider this a success. 🙂 […]
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 MoreLaunching on the AppStore in the year 2012
[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 […]
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 MoreUnveiling Pop Corny
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 […]
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