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PixelProspector – the indie goldmine

PixelProspector – the indie goldmine
Video The Next Penelope is an upcoming futuristic action adventure racer/shooter from a top down perspective (which also offers a nice teleporting mechanic that you might know from the vertical shooter Velocity Ultra.) The game is still in early development… when it is finished it will be available for Windows, Mac and Linux. (Console ports are also possible). Boson X is a fast paced rotational 3rd person platformer about precise jumping. Highly recommended!

http://www.pixelprospector.com/

Touch To Start Making Money With HTML5 – Update & Preview This is a quick post to announce that I’ve updated my book, Making Money With HTML5. The revision (version 1.5) introduces an overhauled design, some updated content and statistics, and new images.The upcoming major revision (version 2.0) won’t be ready until May 2014 at the earliest, so I’ve decided to publish this minor update in the meantime. Continue reading for more details. Continue Reading Read More » Online Income Report #022 – February 2014 Each month I publish a fully transparent income report which documents my online earnings. These income reports exist to demonstrate my progress, share my experiences, and motivate others who want to make money online.Check out my online income report for February 2014.

The Weblog Nota técnica - 2016-01-08 - Software libre para postproducción audiovisual Software libre para postproducción audiovisual (2) El 30 de noviembre de 2015 publiqué una nota acerca de software libre para postproducción audiovisual que ha tenido mucha más repercusión de la que podía imaginar cuando la escribí y por la que he recibido numerosos mensajes que agradezco. En esa nota incluí una lista, que no era exhaustiva ni pretendía serlo, de aplicaciones de software libre para postproducción audiovisual que considero especialmente destacables por algún motivo. El objetivo de esta segunda nota es complementar y mejorar aquella lista. En la nota anterior hablaba de suites ofimáticas (como LibreOffice), programas de retoque de imagen y creación gráfica tipo bitmap (GIMP y Krita) o vectorial (InkScape), aplicaciones de modelado y animación 3D (Blender), edición de vídeo (Cinelerra, KDEnlive y Shotcut), grabación y edición de audio (Audacity), y composición de imagen y efectos visuales (Natron); en ésta me referiré a otro tipo de aplicaciones.

Ten Tips for Becoming an Indie Game Developer Posted by Rampant Coyote on January 12, 2012 Post-Mortems on indie games always seem more interesting to me than post-mortems on big-studio games. It may be because they are just less conventional overall, or that the post-mortems I read of mainstream games usually conform to the Game Developer Magazine “5 things that went right / 5 things that went wrong” formula. I dunno. I really enjoyed Sophie Houlden’s post-mortem of Switft*Stitch, and the things that really hit home for me were the following comments:

auntie pixelante › we must make the games we wish to play in the world Ludum Dare Ludum Dare 29 Theme Slaughter!! April 10th, 2014 1:16 pm With over 3000 themes suggested by the community, how do we make that more manageable? With this! The 9 common mistakes every indie game studio should avoid Ichiro Lambe has learned a lot of hard lessons since he founded independent studio Dejobaan (AaaAAAAAaaaaA: A Reckless Disregard For Gravity) over twelve years ago. At a talk at the Indie Game Summit this week at GDC China, Lambe whittled these down to the nine common pitfalls that most indie studios are in danger of facing. Lambe notes, dryly, admitting that he's fallen into some of the same traps with his indie titles: "People see games like World Of Warcraft or Call Of Duty: Modern Warfare… and [believe] they can create an MMO in 9 months." Being overambitious with scoping is a classic indie failing.

A Simple System to Patch your Game Content This article explains why it’s important to have your own patching system, and describes how to implement a simple patching system modeled after the Quake3 file-based patching process. Why have your own patching system? For modern game developers, the most popular avenue to sell games is through one of many digital distribution services like Google Play, Steam, XBLA, and the Chrome Web Store. Besides marketing games to their users, these distribution services generally handle the lion’s share of transferring game content to customers on developers’ behalf. For games that need to update frequently, however, the content hosting process from such distribution services can be problematic. For example, some of the services can introduce significant costs in patch creation, or delays in issuing updated builds to users.

How to make a Facebook social game Hi and welcome back to my blog! This time I’m going to talk about the process of making a very basic social game as a Facebook app. It’s my hope that if you know how to make a Flash game and have a little bit of PHP/database experience by the end of the article you will be set to make your first Facebook app. This is a technical article covering the implementation of some of the core social game subsystems and not intended to be a discussion about moral justification of social game mechanics or even about how to design a social game – I’ll leave those aspects to game-designers and the media

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