tag archives: ganbaru games

Preview: Shikaku Madness · April 6, 2012

It’s been a day of breaking blog silence! Part two of the Unity tutorial probably isn’t coming any time soon, in part due to the fact that I’ve been pluggin’ and chuggin’ on a new game. Yes, you can kick me now: it’s called Shikaku Madness, and yes, it’s a game based on an obscure […]

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End of 2011: Giving Back · January 3, 2012

As you all may have noticed, it’s 2012 now. The end of every year has its’ share of annoyances, not least of which are people trying to get you to donate money before the end of the year. If you visited Wikipedia at all in the past month, you’ve no doubt completely tuned out the […]

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Unity Challenge · November 30, 2011

It’s about time to learn something new. After publishing a few iOS projects using cocos2d as a programming framework, I’ve decided that I’m finally going to learn how to use Unity. I’ve always been on the cusp of using Unity since I first found out about it. At first, it was the $100 price tag […]

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Hmm, updates. · October 18, 2011

During periods of reduced productivity, the blog is inevitably the first thing to be neglected. The past two months have found me struggling to keep up active game development, mainly due to an inconsistent work schedule. And by “work,” I mean “sleeping baby.” I realize that’s no excuse, and simply need to shift my mindset […]

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color + shape postmortem · September 27, 2011

Uh, so I’m not sure how cool it is to slag on your own games, but I’m not really excited about color + shape. A number of things were frustrating about developing it, and I definitely learned a few lessons that I’ll carry on to future projects. The game isn’t interesting. I had the idea […]

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Preview: color + shape · June 24, 2011

So, after about two months, I’m finally getting around to showing the current project I’m working on. This is an idea that I’ve had since before actually learning iOS development. To be honest, it’s not very original, but it’s kind of a fun diversion. Since I knew that I wouldn’t have to create levels, I […]

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New Strategy · April 19, 2011

I’m wrapping up development on the first update of Revolve Ball, which means I’m also starting to look ahead to what I’m going to work on next. I’m also looking back, in order to gain some understanding about what problems I had with my previous project, and how to try to fix them. The number […]

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Revolve Ball is Ready for Sale · April 13, 2011

Check-a check it out! The game I’ve been working on for a while, Revolve Ball, has been approved by Apple and is available for general purchase on the App Store. I think that the game mechanic and controls are pretty fun, it’s got 40 levels, and is only $0.99! Basically there’s no reason not to […]

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Name Brainstorming · January 7, 2011

I came across this file the other day, back when I was trying to figure out a name for my new game. I thought it was interesting, so figured I’d post it here. Basically what I did was make a list of words that described the core ideas of my game, then use a thesaurus […]

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Preview: Revolve Ball · January 5, 2011

So I figured that I’d do a quick preview of the next game I’m working on. It’s called Revolve Ball, and it’s a remake of a game that my friend Sam and I created in college, which is in turn a clone of an old Taito game called Camel Try. I was first introduced to […]

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