13 August 2013
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Transmutation: Unleashed

It’s funny how things never go the way you expect them to. Actually, no, it isn’t funny. It’s annoying. I persevered and finally overcame the stream of minor issues that held up Transmutation’s release. One particularly frustrating issue happened after I installed the Prime31 AdMob plugin that replaced the broken MoPub one. While AdMob worked […]


2 August 2013
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Transmutation: looking good

The last couple of days has been focused on improving how Transmutation feels while playing. This has involved adding in sound effects (none in the original), new music (the original music was not ideal), and many small improvements like a fade-to-black transition when beginning a game. It’s starting to feel like a proper game now. […]


26 July 2013
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Galaxy Explorer: Finished, again!

Yet again I find my self at the point of having Galaxy Explorer ready for release. This time though, I really, really mean it. Implementing those API’s was a lot more work than I expected, but not because I had to write a lot of code. I didn’t have to write much code at all. […]


21 July 2013
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Transmutation: rewriting isn’t so hard

The Transmuation rewrite is turning out to be easier than I expected, simpler than it was the first time I wrote it in Shiva, a bit over a year ago. That’s quite an achievement because at the time I’d been using Shiva for about 18 months, and I’ve only been working with Unity for four […]


5 June 2013
Category:
Development
Comments: 2

Unity wins, and so do I

Following up my last post, Unity came through and refunded my “accidental” iOS license purchase, without me having to chase them, which is awesome. I celebrated by purchasing a few of new plugins which looked like they’d simplify my development. Unity¬†end up with my money anyway, so why fight it? Benchy – A benchmarking/profiling tool […]


23 April 2013
Category:
Development
Comments: 0

Day 5 with Unity

Four days down and I’m making some good progress with Unity. I decided the best way to tackle learning Unity was to build a complete game from scratch, starting with the UI, and incorporating the plugins I purchased as I went along, to minimise the amount of work I’d have to do. Starting on day […]


17 April 2013
Category:
Development
Comments: 0

Unity3D vs Shiva3D

In the hours following the news of Shiva’s (temporary?) demise, I purchased a copy of the Indie version of the Android compiler for Unity. I already knew that it would be suitable for what I wanted to do, so it wasn’t really a leap of faith. The only real concern I had was how long […]


22 December 2012
Category:
Development
Comments: 0

Review: Learning ShiVa3D Game Development

The hard part for new ShiVa developers is getting familiar with the tool. It’s very flexible and full-featured, but unless you come from a 3D programming or modelling background, its got a very steep learning curve because you may not know what to expect from it. Learning ShiVa3D Game Development by Wade Tracy aims to […]


1 March 2012
Comments: 9

A Berry busy day

Earlier today this blog and my app, Solar Explorer were both posted to CrackBerry.com, causing a spike in Playbook app sales (over 120 so far) and a big surge in traffic to this site. Normally I’d see about 75 visitors a day, but in the last 11 hours there’s been nearly 1,000! As a result […]