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It’s been a rather busy last couple of weeks.
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About two weeks ago I mentioned I was looking into using the open source library, gameswf to integrate into our little 2D engine for iOS.
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So what’s new in the world of OML and Outwitters?
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As we’ve announced on the OML site, our new game has a name: Outwitters.
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Wow, time flies when you’re busy.
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My first GDC conference was an awesome experience!
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Seems this past week I’ve been slammed with a ton of stuff.
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Tilt to Live HD’s Viva la Turret mode is now live and people seem to be enjoying it.
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I’m still in the middle of finishing up our Co-op mode for Tilt to Live and coding in the last odds and ends to polish up the UI.
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Wow, last week was an intense week, focusing on pretty much Tilt to Live exclusively.
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January started off with quite the busy schedule and it hasn’t let up yet.
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2010 was an amazing year for me.
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I’m currently messing around with bluetooth multiplayer and it’s been a blast so far.
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About to head out for a week into the rockies for some fun snowboarding :D.
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I’ve started holding a particular mindset in regards to game design a little while after I started working on iPhone games, but I could never really articulate what I was feeling without sounding like a lazy game developer or religious nut.
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Wow.
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With December quickly approaching we’re finishing up our next major update to Tilt to Live.
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Before I start, I just want to mention that after 18 straight weeks of making iDevBlogADay posts, that this will be my last one.
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This post is more of a public service announcement.
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Gamezebo was kind enough to host the post mortem I wrote up for Tilt to Live.
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Sometimes being able to ‘unplug’ is exactly what I need to recharge my motivation.
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One Man Left Studios is over a year old, but it’s been about 4-5 months since I’ve gone ‘full time’ indie.
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Ok, that title is kind of misleading.
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Lot’s going on in OML-Land.
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Despite the good advice on just using a library or someone else’s solution to getting game center working, sometimes I’m just stubborn.
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Let me first start off by saying how great it feels to be genuinely “busy”.
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We sent off Tilt to Live HD to Apple for review today.
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A friend of mine sent me this list of anti-patterns common in software engineering.
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After reading Noel’s post on prototyping I realized I was drifting away from that mind set and getting into dangerous territory of just “thinking up a game and running with it.”
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I recently made a post on our official OML blog about what Adam and I are playing.
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So I’m currently playing around with some multiplayer prototypes on the iphone, and when it came down to testing stuff I ran into a problem: You can’t deploy to multiple devices at the same time.
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I had an issue where several international users were reporting that the game was crashing.
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After responding to Noel’s post on the size of games I soon learned it was a wide effort by developers to post their thoughts on this topic so I figured I’d throw my hat into the ring.
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I spent this past weekend getting retina display graphics implemented in Tilt to Live for iPhone 4.
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It’s been hellishly busy as of late, as I’m knee deep in Tilt to Live HD.
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It’s been busy, busy, busy as of late.
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Markus Nigrin wrote a great follow-up to my previous post on managing one’s burn rate when going independent.
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While I was working at a day job for the past couple of years I was gobbling up any info I could find on going fully independent and the what it takes not only from a business perspective, but what you have to change about your personal life, ideals, and…
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When your profession empowers you to design literally just about anything, it’s easy to rationalize just about any game design decision.
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Ahh, my first idevblogaday post!
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Looking back at some of my old blog posts where I contemplate and muse about long term career goals; I would have never guessed 9 months later I would sitting here having accomplished one of my ‘loftier’ ones: Become a full time independent game developer.
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…it’s so calming.
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Here I was thinking that once Tilt to Live was out the door, that it’d calm down a bit and I’d get a breather to rest for a few days.
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Tilt to Live has been unleashed on the unsuspecting public!
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So I’m using OpenAL to do the audio in Tilt to Live.
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We’re extremely close to submitting our first title “Tilt to Live“.
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I’ve received a few e-mails now regarding this tutorial that was hosted on Ziggyware’s site.
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I had seen a few things written about “Everyday the same dream“, a game created by but never took the time to try it out myself until recently.
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So we’re at the last mile (it’s a long mile..) of development on Tilt To Live.
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: )