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
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
In 2009, when I was running my own indie game development business full-time, I thought I would invest in my own education and paid for the premium subscription content of a popular Internet business and marketing podcast.
I thought that I would get through the material quickly as I had the freedom to dedicate . . . → Read More: Shoveling Someone Else’s Manure
Javier Fernández recently reached out to me about translating my post Indie Developers Have Always Needed to Treat Their Businesses Like Businesses into Spanish.
And so now over at Zehn Games you can read Los indies siempre han tenido que tratar su negocio como lo que es: un negocio, and it’s available to a wider . . . → Read More: My Blog Post on Running an Indie Business en Espanol
GDC 2016 is over, and it featured talks by successful game developers sharing what they know.
It’s always tempting to find out what successful people do. The hope is that we can glean some insight into what WE specifically can do to be successful as well.
But what if we’re wrong? What if what . . . → Read More: We Should Pay Attention to Indie Game Development Failures