Goscurry! A brief recount

Goscurry

Two months ago, while waiting for Fabian to do the impressive re-styling he’s doing on Stackout, I decided to make a small runner: Goscurry. It was conceived a couple days after the Edge Get Into Games Challenge 2013 was announced, and at the time I honestly had no idea of said contest. In less than [...]

Scoreoid: online highscores made easy, for real

Scoreoid

I’m working on my second game with highscores (Goscurry – the first one was Stackout), so this is the second time I use Scoreoid. And while I love it, I didn’t think to write about it until now. The reason why I didn’t (apart the fact that I don’t write much) is simple: it’s like [...]

Unity + Kongregate, a beginner beginner’s guide to badges

Kongregate

Since I had many problems finding clearly written rules about how to do stuff on Kongregate (and since I just put Stackout there), I thought I might write about that. Connecting to Kongregate First thing first, this might seem obvious but let me state it: you don’t need to connect to Kongregate if you don’t [...]

Stackout! A game for GPI’s retro Unity contest

stackout-circusretro-mockup_gpi

In the first days of December, GPI (aka gameprog.it) started a contest dedicated to Unity, whose theme was to create a game inspired by some 70s/80s classic within one month. The prize (fun apart), was – or better: IS, since the winner has yet to be declared – a Unity 4 Pro license, plus a [...]

Unity: what you’re objectively missing when using UnityScript instead than C#

This argument came out yesterday. Then Ruben super-kind-self-taught-vegan Müller asked me where to find a list of additional stuff in C#, compared to UnityScript. So I thought I might write about it, since when I jumped into Unity I initially went for UnityScript, and as such I know some of what’s missing. But wait! First, a disclaimer! [...]

An overly complex blabbering about why I do games

My apartment (sorta)

Laurent Victorino wrote about the reasons he’s in the game industry a short while ago. After Klaim (A. Joël Lamotte) did the same, Laurent threw the ball so someone else might catch it. Since it was kind of aimed in my direction, I decided to go for it (even if I’m still a noob game-maker). [...]

BITevolution, an undeveloped idea for Ludum Dare 48

BITevolution

So, Ludum Dare came and went a few days ago, and I didn’t participate. It was kind of difficult not to, since the theme was “Evolution” and that’s a word I always liked (“revolution” is another, mainly for the satirical message it delivers, once analyzed in all its meanings), but I really had no time. Though I stopped [...]

On Before Watchmen

Eh. There are lots of opinions on the Before Watchmen operation. Mine is simple. It’s shameful, it shouldn’t be done, and every writer/artist involved is proving one of these two things: a) they’re shrewd, have no ethics, and are in there just for the money, or b) they’re not clever/honest enough to accept that they [...]

A new refined UI

Journeyballs new UI

Creating a valid simple design is always more difficult than creating a complex one. As wiser men than me always say, you should work on subtraction, so that’s what I did with Journeyballs user interface. Here is the new main screen revamped UI. The background depends on the last played level, and the “quit” button [...]

A small indie game developer’s day

Dancing Me

I am kind of curious about the lives small game developers live. Are they nerds? Do they go out and dance all night? Do they manage to have a successful social life, or do they just hide inside their cave, waiting for some pious being to feed them? Myself, I’m kind of new at game [...]