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Why my apps will soon be gone from the Google Play Store

The first real money I ever made from game development was on Android. It was in 2013, when Android was still the underdog compared to the iPhone, and was being touted as a great platform for developers. I’d taken two weeks to build Patchy, a retro arcade game revamped for touch controls, and published it on the Google Play Store without any hassle. Since then, I’ve also published Twistago, Rocket Mail, Bigcanvas, Radio Nul and Papageno.

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Around The World, Part 11: Everything is harder on a sphere

I didn’t have time during the holidays to implement any new features, so enjoy this filler post that I prepared earlier! In the very first post in this series, I wrote:

The prototype took place on a rectangular map, with the left side wrapping around to the right to form a cylinder. […] Many games do this and get away with it, but because I’m a perfectionist, I want my game to take place on an actual sphere.

Today I’m going to write up in some detail why spheres are harder to work with.

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Bye-bye Disqus

For several years now, the comments on this blog have been powered by the third-party service Disqus. Last Saturday, I received an e-mail from them:

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