Mobile Game Localization: Countries, Numbers and Statistics

I’ve released a series of puzzle games on mobile (you can check them on the sidebar). Don’t Feed the Trolls and¬†Hashi Puzzles: Bridges & Islands were localized in English and French; Battleship Solitaire Puzzles in ten languages (English, French, Italian, German, Spanish,¬†Portuguese/Brazilian, Russian, Japanese, Chinese and Korean); and Hashi Extreme Puzzles in eleven languages (same […]

Building for Android with Cocos2d-X (NDK+JDK) in one step

One Step to Better Code Recently, I’ve read once again the old but awesome article “Joel Test : 12 steps to better code” (do it now if you haven’t). When developing Don’t Feed the Trolls, I always had a few steps to build a new android version of the game. I made a few scripts […]

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 […]

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 […]

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. […]