San Francisco 2013

Bay Bridge, San Francisco, CA

Here we are again, way too long since my last post. As usual, My annual trip to California snuck up on me again this year, so I’m scrambling to get everything done before the festivities start. I’m writing this post at various points throughout my journey to the great city of San Francisco with my friend and former partner, Matt Porter. I’ll be in town for 2 weeks this year – twice as long as I’ve ever been here. Here are some things I’ll be doing:

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NinjaDart.com, 15 Months Later – An Experiment in Portal Monetization

Ninja Dart - Play FREE Games Online

As very few of you may remember, I decided to start a web games portal as an experiment a very long time ago. 15 months later, it seems I only mentioned the portal in passing a few times, so I figured it’s about time I give it a proper post. Here is the story of NinjaDart.com.

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2013 Goals – January Follow-Up

Alright! It’s been a month since I set some insane goals for myself. Let’s see what I’ve been up to.

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2GAM – January Update #1

Well here we are, nearly half way through the first month of the new year. As I mentioned in my last post, I foolishly entered the One Game A Month challenge (1GAM) twice, so I thought it might be a good time to shed some light on what I’ve been up to. I’ve been working on way more than 2 games this month so far, but here are the two that I plan to submit for my “2GAM” entries:

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2013 Goals – Ambitious as Hell

I’m a bit disappointed with 2012. I have far too many cancelled and half-finished projects sitting in my “Current Projects” folder. In fact, an all of 2012, I managed to push only 1 game for sponsorship through FGL, sell a few secondary licenses from my backlog of games, and promise way more than I delivered. I am determined to not let 2012 happen again.

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“Indie Goodbye” Day 4

(This post is a few days late. Holidays are very sneaky things and suddenly there’s no time to write!)

The last day of Indie Goodbye, Day 4, was probably the busiest of them all. At this point I still didn’t have any menus or UI in place, and there was no way to restart the game if you died, so there was quite a bit left before the game was user-friendly enough to release.

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“Indie Goodbye” Day 3

(This post is about 2 days late. I went into hyper overdrive around the end and didn’t want to waste precious cycles trying to get a forum post out in time. Nonetheless, this post shall still exist!)

Day 3 of development of my Indie Goodbye game was an interesting one. I started the day by working on the title screen logo. Adding a title screen goes a long way to making your project feel more like a real game, which gets pumped back into your motivation center through a process called “science”, or so they say.

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“Indie Goodbye” Day 2

Today didn’t go exactly as I’d hoped, but it was still fantastic.

I had forgotten that I had already made plans to do some Christmas shopping today, so, after a few hours of shopping and a Chinese buffet-induced coma, there wasn’t as much time to write code as I would have liked. That said, I’m still rather pleased with what I did manage to do in the short time I had left.

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“Indie Goodbye” Day 1

This is a quick peek into how my Indie Goodbye game progressed over the course of Day 1. I decided to use the default EGA Color Palette this time for an added challenge, instead of the 4-color monochrome Game Boy look I’ve gotten used to.

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Ludum Dare 25 Weekend

Ahoy! Long time no see. I’m not very good at updating this blog but I hope to change that starting now. Usually I just post to my Google+ stream and call it a day, but starting from this post I’d like to try to post at least once a week.

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