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Author Archives: Maciej
Binding C++ with Lua, Squirrel, Game Monkey and Ocaml
This isn’t anything new I did recently but I thought it’s worth putting up on my blog anyway. I was once interested how easy it is to implement robust binding between C++ and several popular, mostly scripting, languages. If you … Continue reading
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Naive #include Optimizer for C++
Here’s my simple and really basic utility written in C# that optimizes Visual Studio project by removing redundant #include lines where possible. Why having redundant #includes is so bad? The answer is simple – it can severely slow down the … Continue reading
Posted in c++, general programming
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The end of my indie game devevelopment adventure
As of today some of my games on some of the platforms are no longer available and the reason I pulled them is simply because they don’t make enough profit. But fortunately they’re not totally gone as I decided to … Continue reading
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Practical C++ RTTI for games
There’s at least few popular approaches to C++ based RTTI (aka Run-Time Type Information) implementation in games. The goal of this post is to discuss strengths and weaknesses of major ones. But before that let’s have a look at some of … Continue reading
Posted in game engine, general programming
4 Comments
How I sold 22 copies of my game in 3 weeks on Android
To check previous article in the series click here. Free on Android, paid on iOS It’s been 3 weeks since Monstaaa! release on Android via Google Play, so I thought it’s high time I share some more statistics. In fact … Continue reading
Posted in android, indie game development, ios, mobile game development
29 Comments
Robust iCloud implementation for games
For my second iOS game Monstaaa! I wanted to take advantage of the new iOS 5 feature iCloud and use it to store savegames – play on one device, then later continue on another one. Pretty basic iCloud usage scenario … Continue reading
Posted in game engine, ios, mobile game development
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Monstaaa! development summary – part 2
Note: click here to read part 1 of the Monstaaa! development summary. It’s been over a week since my iOS game Monstaaa! was released on the AppStore. The game was featured in Apple’s New & Noteworthy on the iPhone (Australia and … Continue reading
Monstaaa! development summary – part 1
Today is the day. The game I’ve been working on for the last 6 months gets released on iOS as a universal app. Monstaaa! is finally available on the Apple App Store! Yeah!!! Now, here is the summary of my indie game … Continue reading
Monstaaa! for iOS – the first announcement
Just a quick (and big) announcement today! The game I’ve been working on for the last 6 months is finally going to be released on iOS. It is called Monstaaa! and should be available on the 29th of May 2012 as a … Continue reading
Posted in general programming, mobile game development
Tagged box2d, game, ios, ipad, iphone, marmalade, physics, puzzle
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iOS & Android game development on Windows
UPDATE: Read here about my second game Monstaaa! made on Windows using Marmalade SDK. When I started indie game development 6 months ago (see my previous post Good bye Blue Tongue (and time for indie game development)) I knew I wanted to experiment … Continue reading