One more Game Boy Jam, one more small game made.
As I may have written before, I love joining Game Boy Jam because the limitations allow me to work alone and force myself to learn new stuff, with enough time to not go crazy. Just before this one (the fourth edition), I started learning how to use Unity to relaunch an old game, so this was a good chance to put Unity to the test.
Continue reading From cocos2d to Unity →
Hey, folks! As many of you may already know, I proposed to my girlfriend on, exactly, this year’s May 7. And, in order to do that, I made a game! *shouts and jumps frenetically*
This is the first postmortem I ever wrote, so I don’t even know if the information here will be THAT relevant for anyone. Hope my memory doesn’t fail me! Let’s see how it goes.
Continue reading The Dame And The Tower – postmortem →
This post is the one that marks the release of the game I spent most time developing, until today: Caste Break.
Continue reading Caste Break, finally released! →
Now that I am really close to releasing the final version of Caste Break, I think it’s time to share again about my development workflow. Almost every part of it was improved, and that made me spend less time on stuff, while doing more.
Continue reading My new (and final?) game dev workflow →
Last November, I couldn’t join GameBoy Jam 2. However, I was in love with the idea I had, so I kept developing it. Now, that idea has a name, Caste Break, and I’m releasing an alpha version for you guys to play, YAY!
Continue reading Caste Break – alpha version →
I’m not used to write about something that isn’t finished or that isn’t an accomplishment, but I think I need to change that. I’ve said before that I would try cocos2d-html5, and this post is about what I’ve been testing these last days.
Continue reading Messing with cocos2d-html5 →