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

Decompression

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. It’s been 23 days since I cut the chord and went full time indie. And the range of emotions are wild and varied as I flail about trying to get settled into a new and super exciting lifestyle....

July 10, 2010 · Alex

It's Raining Outside…

…it’s so calming. I remember registering this domain in similar weather conditions, hence the name :). I submitted an update to Tilt to Live earlier this week, after crunching for a few days to get it done. So much to say and so little time :[. Heading up to New York City this weekend with family, which’ll be enjoyable. Went there for the first time a couple weekends ago since middle school, and it was so captivating....

May 28, 2010 · Alex

Funny thing about releasing games…

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. Wrong. Running off the early buzz of Tilt to Live we took it as an opportunity to generate some extra excitement for our upcoming updates. It was a very weird shift going from a mostly ‘quiet’ development cycle of just spending days coding away to suddenly spending the majority of the next few weeks doing PR, marketing, chatting with players, etc....

April 15, 2010 · Alex

Tilt to Live is out now!

Tilt to Live has been unleashed on the unsuspecting public! So far the general vibe has been extremely positive! Adam and I are both pretty excited about getting our first app store game out the door. What’s interesting is the workload went from “lull” to “overdrive” in a matter of days as we ramped up for release and still are trying to coordinate things for a bigger media push in the coming weeks....

February 25, 2010 · Alex

iPhone Dev Tip #2: OpenAL Performance

So I’m using OpenAL to do the audio in Tilt to Live. Over the course of development audio became the bottleneck of my game, both in size and in performance. The following could help you if you’re experience audio performance issues and are somewhat new to OpenAL. Let me preface this with: Don’t blindly optimize. Measure, Measure, MEASURE! Know what your bottleneck is before trying to tune code! Don’t make more than 32 sources objects in OpenAL....

February 16, 2010 · Alex

iPhone Dev Tip #1: Batch Audio Compression

We’re extremely close to submitting our first title “Tilt to Live“. We plan on submitting it this upcoming Friday. After a long and grueling (but awesome fun!) development cycle we’ve learned a ton. I figured an interesting way to distill our new found knowledge it would be in very short “dev tips” for developing an iPhone game. Today I start out with audio: Compressing Audio By the end of development our game weighed in at 16 MB....

February 15, 2010 · Alex

Update On Continuous 2D Trails in XNA

I’ve received a few e-mails now regarding this tutorial that was hosted on Ziggyware’s site. So here’s a quick post to help others save some time and give an update on it’s status: Ziggyware.com seems to be down indefinitely. As a temporary solution until I get back around to hosting this tutorial myself you can find the Google cached version of it here. If you wish to look at the sample code and illustrations in full you can download the XNA sample from my site here....

January 28, 2010 · Alex

Games speaking to the human condition

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. It’s a compelling art game where you try to subvert you’re daily routine. It took me a few minutes to figure out what to do after a few days of the mundane routine, but that added to the whole experience of the game itself....

January 16, 2010 · Alex

Happy Holidays!

So we’re at the last mile (it’s a long mile..) of development on Tilt To Live. Adam and I are starting to get some pre-release buzz built up around the game as we put our finishing touches into place. With the holidays around the corner, I will be out of commission until mid January. Marketing is a whole other beast we’re trying to deal with and learn as we go. With a market as vicious and saturated as the App Store, it’s been one challenge after another!...

December 23, 2009 · Alex