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Sunday, November 10, 2013

Counting Losses


     That's it. I can't fight this bug. Getting IAP and ads to work in TriGrid for iOS is just beyond my ability. I've encountered the most powerful kind bug there is. A holographic one. Tap it all you want, but it's not getting squashed. What works on all other games simply does not for this. Two lines of code that work in every circumstance I put them through over the past few weeks just won't work or TriGrid. The game either ignores a command or crashes.

     There is a HideAds() command that simply won't do just that, and a RestoreTransactions() function that crashes the game. I've tried countless possibilities, even started from scratch a few different ways. This is the part where I count my losses and move on.

     I have to accept releasing it and making no profit. I recently uploaded TriGrid with both monetizing features removed. It'll at least boost my reputation in the app store. I just need to code cleanly with my future games.

Saturday, November 9, 2013

Status Report #11


   Three games down and three more to go before I execute operation "Execute the Biggest and Best Game I Physically Can". I'm also looking into ways to get all my boring classes, that have nothing to do with game design (but are "required" for some reason), out of the way so I can start my RPG in the fall and have time to focus on it.

     Read more to see what I accomplished this week.

Friday, November 8, 2013

Questions An Indie Should Consider


     Yesterday, I was doing some deep thinking about what it takes to survive as an indie developer. Especially as once with little experience and money. I kept coming across the same responses from professionals in the business and indie developers in general. It basically comes down to practicing your skill until you make a breakthrough. You need to know what you're doing and be able to improve yourself.

     If you're going to be an indie, you should be able to answer these questions easily right? So I answered them just to see if I could. See if you can do the same below the break.


Thursday, November 7, 2013

Mach-Arena: Game Mechanics


      After loads of arguing and a pile of note cards, my group settled on game mechanics and a control scheme for Mach-Arena. We figured two control options and a radio button would be best. Check out what the game will be like after the break.