iPhone Dev Tip #4: Check your Locale

I had an issue where several international users were reporting that the game was crashing. As it turns out, using an NSNumberFormatter would return a weird character to display as the grouping separator. This would be all good and dandy, but the problem lies in the fact that I’m using bitmap fonts to render, and the look-up failed causing a hard crash. In Tilt to Live’s case, this was in regards to how number grouping symbols are displayed in different locales....

August 23, 2010 · Alex

Adventures in Retina Display Land

I spent this past weekend getting retina display graphics implemented in Tilt to Live for iPhone 4. The cynic in me hates the marketing term ‘retina graphics’ because on the production side, it’s simply just a bigger image. But I guess you do need a name for it, and since ‘HD’ has already been bastardized on the iPad I guess this will do. I decided to write this post to bring a bit of awareness to some of the process of updating your OpenGL game for the retina displays if you choose to do so....

August 16, 2010 · Alex

iPhone Dev Tip #3: Sanity From Automated Builds

It’s been hellishly busy as of late, as I’m knee deep in Tilt to Live HD. Now on with my quick blurb: This tip is kind of a “duh” much in the same way version control software is for most developers. The thing is I still meet a lot of developers who don’t use any form of version control. And automated builds simply weren’t even in my own tool set initially....

August 9, 2010 · Alex

Links for Thought

It’s been busy, busy, busy as of late. We’re in full swing trying to get Tilt to Live HD ready for the iPad. It’s looking amazing thus far and plays a lot better than just the 2x mode for the original Tilt to Live. Frostbite mode just went out the door a few days ago, and the response has been positive so far. We’ve been getting some responses from users saying the game has become too easy in the other modes....

August 2, 2010 · Alex

Managing the Burn Rate

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 expectations in order to make it sustainable. One of things that stuck out a lot was managing my burn rate. Minimizing the amount of money leaving my account wasn’t just a matter of not buying a Starbucks coffee (I don’t even drink coffee, but you get the idea)....

July 26, 2010 · Alex

Playtesting: do it honestly, do it early, do it often.

When your profession empowers you to design literally just about anything, it’s easy to rationalize just about any game design decision. Hell, I somehow managed to rationalize that our new power up for Tilt to Live have a screeching hawk sound effect. Bad idea? You’ll have to wait and see. When Adam and I are working on design details for how a particular system or game mechanic will work, we bring a lot of assumptions to the table of how we think people think....

July 19, 2010 · Alex

Lessons Learned in Tilt Controls

Ahh, my first idevblogaday post! For those that don’t know, idevblogaday is a group of indie dev bloggers started by Miguel Á. Friginal of @mysterycoconut games to get developers blogging more regularly. So we’ll see how that goes :]. After finishing the initial release of Tilt to Live I had been wanting to gather up my thoughts on what I had learned about making a game that is heavily dependent on accelerometer controls....

July 12, 2010 · Alex