Why and how to pack your textures for iOS/Android

Introduction When I developed Don’t Feed the Trolls on X360 (using XNA), I did not optimize the textures files of the game : the game was very simple, the final hardware (X360) is very fast, so it was not necessary. I arranged the sprites so that I could get their coordinates in-game very easily. Every… Continue reading Why and how to pack your textures for iOS/Android

Android Game Development : from Java to C++ (with cocos2d-x)

Introduction In a previous post (here), I was talking about my progress with libgdx, a Java library for Android (and other platforms). Shortly after writing this article, I realized that there is a big disadvantage that I forgot to talk about. It’s so big that it made me stop using libgdx : It is not… Continue reading Android Game Development : from Java to C++ (with cocos2d-x)

Android Game Development with libGDX

After selling games on PC, Mac and Xbox 360, I want to develop games on mobile plaforms, and I will start with Android. I chose Android instead of iPhone for two reasons: It’s cheaper: my Mac is a PowerPC and you need a Mac Intel for iPhone development. Also Android phones are cheaper than iPhones.… Continue reading Android Game Development with libGDX

Don’t Feed the Trolls available on Xbox Live Indie Games!

I am proud to tell you that my last game Don’t Feed the Trolls is now live on the XBLIG market. Here is the trailer: Please download the game on the marketplace and tell me what you think about it! As usual, I’ll post sales figures in a few weeks/months for the curious. Have fun… Continue reading Don’t Feed the Trolls available on Xbox Live Indie Games!