Cool article on inventory systems — targeted at RPGs, but the info is applicable for any type of game that uses an inventory. Designing an RPG Inventory System That Fits: Preliminary Steps – Tuts+ Game Development Article
CandySwipe dev: King trademark claim ‘taking away my livelihood’ | Develop
You probably know about this, but I wanted to post it for those who may have seen the headlines but skipped the details. It’s worth the read. I wish I worked for King, the makes of Candy Crush Saga, so I could quit. What a slimy company. The people who work for them should feel […]
HTML5 Tower Game Starter Kit by @McFunkypants
Yeah, I thumb my nose at HTML5 (c’mon, you guys know people prefer native), but stuff like this overrides my (well-placed) disdain. It’s complete starter kit to make a tower defense-type game, complete with all code and artwork. I love that kind of stuff. Tower Game Starter Kit by @McFunkypants PS – I said “tower […]
Dolce Vita Games: Circus life is incredible but hard work, similar to developing a game
Okay, not a lot of “Ah-ha!” moments in this article for game devs, but since I have a circus background how could I *not* link to this? 🙂 Dolce Vita Games: Circus life is incredible but hard work, similar to developing a game | Mobile Development | Mobile Entertainment
Gamasutra – The processes behind King’s Candy Crush
Some good ideas here — some only applicable to casual games, but some make sense no matter what kind of game you’re creating. Gamasutra – The processes behind King’s Candy Crush
How to do freemium right | iPhone Atlas – CNET Reviews
[Note: CNET sucks because they supported SOPA.] Article worth reading, although I don’t think they really follow-through on the premise of the title — their conclusion on how to “do freemium right” is kind of light in details. http://reviews.cnet.com/8301-19512_7-57615149-233/how-to-do-freemium-right/ – How to do freemium right [PS – Did I mention CNET sucks? That’s why I […]
Gamasutra: Robert Boyd’s Blog – Strategies for having a commercially successful game
Some thoughts on how to increase your chances of having a hit game (your definition of “hit” and mine may be different, of course). Nothing earth shattering here but worth the time to read, if nothing else to help remind you of the tactics you might want to use. Gamasutra: Robert Boyd’s Blog – Strategies for […]
0.9.0 – LÖVE
As much as I love Lua, I’m not sure why I don’t love LÖVE. It’s now been updated to version 0.9.0 — maybe I’ll love it when it hits 1.0? In case you’re not familiar with it, from their web site: “LÖVE is a framework for making 2D games in the Lua programming language. LÖVE is […]
Tutorials: Getting Going on Platino
If you do game development with Corona then you probably like Carlos Icaza (you’d better!). And if you like Carlos then you’re probably interested in his new game engine, Platino. The one and only CheetoMoskeeto (a/k/a Rafael Hernandez) has created a set of tutorials that will get you up and running fast. And I also […]
Making Fun of HTML5 Game Engines
I’ve made fun of HTML5 game engines in the past and don’t plan on stopping anytime soon. (Basically, my feeling is that everybody claiming HTML5 is the future are the same guys who have been claiming Linux desktop is the future. Nobody wants it except a few vocal geeks.) However, if I were ever going […]