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

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

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

Tilt To Live Trailer Released

: )

December 15, 2009 · Alex

The App Store: Does Size Matter?

As I’m zeroing in on finishing Tilt To Live some of the bigger assets are coming through from Adam and the game size has grown a lot faster than it has in past few months. One of the unstated goals of mine was to keep the game under 10 MB. Why? You are not allowed to download apps, podcasts, or videos that are larger than 10 MB over 3G. You are required to connect to wi-fi in order to do it on your iPhone....

October 27, 2009 · Alex

iSimulate or Bust

I finally got rid of the stupid… “ld: warning in .so, file is not of required architecture.” …warning when using iSimulate. If you’re not using iSimulate or a similar technology you’re losing valuable time even if you don’t use the accelerometer or GPS functions. Then again, I might not be the best spokesperson on time since I spent the weekend re-inventing the wheel. I have this need to make sure my projects compile w/o warnings....

October 14, 2009 · Alex