There’s been a meme going around in which indie game developers have posted photos of themselves today juxtaposed with photos of themselves from 10 years ago.
It took me forever to find a 2006 picture of myself.
Let’s go back in time.
10 years ago, states were passing laws to ban the . . . → Read More: GBGames in 2006 vs 2016
After over nine months of development, I finally had a game I felt good about brave enough to release to the world.
My major goal was to release the app on the Google Play store first to get a sense of what the process is like and to get direct knowledge about the customers . . . → Read More: Published on Google Play? Kinda. Not Really.
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