Gearing Up for Release: Platform-specific Issues, Part 2

Last time, I talked about Linux-specific issues to fix before my game’s release.

This time, I’ll address the issues I’m seeing on Android and Windows platforms.

Android: manual code signing

Quite frankly, between running the game on my phone and on my tablet, I haven’t seen any issues since I first tried to get my . . . → Read More: Gearing Up for Release: Platform-specific Issues, Part 2

Gearing Up for Release: Platform-specific Issues

I started a three-month project at the beginning of the year, and I’m now in the eighth month. I reported on the reasons why it was taking so long last month.

But I’m feeling pretty good about it, and while I still have some balance issues to work out, and it’s a bit ugly, I’m . . . → Read More: Gearing Up for Release: Platform-specific Issues

A Better Way to Write Platform-specific C++ Code

Gaming on Linux reported that Linux porter Ethan Lee’s SteamOS & Linux talk at MAGFest has slides and audio available.

Ethan Lee has ported a number of games to GNU/Linux, and his talk gives some insight into what people can do to make the porting process easier.

Some of it is obvious, such as not . . . → Read More: A Better Way to Write Platform-specific C++ Code

LD33: Free Me, You Idiots! Ported to Android! #LDJam

Shortly after I ported my Ludum Dare game to Windows, I ported it to Android! You can download and install the .apk now and play on your phone or tablet. I’ve updated my LD#33 compo entry.

Here’s a handy link to explain how to install an app outside of the Google Play store.

. . . → Read More: LD33: Free Me, You Idiots! Ported to Android! #LDJam

LD33: Free Me, You Idiots! Ported to Windows #LDJam

I’ve updated my Ludum Dare #33 compo entry with the Windows version of Free Me, You Idiots!. Now most of the world can play it!

Next up: fixing my Linux-based entry so that it uses a non-custom install of SDL2.

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