Post-Kickstarter update and what’s going on lately

by on Nov.24, 2015, under News

As some of you might know our first Kickstarter was “trolled” in the last hours. I will not write here much more about what happened, as a lot have already been said (Kotaku, Destructoid, Eurogamer, Polygon). Thanks to your support, we stand up and came back for more. This second time around there was no “more bumpy roads”, and we got funded !!!! If you want to know more about our second Kickstarter, you can find the project here.

I will never be grateful enough for all the support we received during those days. Really, it was all of you who help me / us to stand up again after what happened. Even now that few months has passed, I remember those days as probably the worst experience I ever had (gamedev related).

In other news I am working lately in some core features for Dimension Drive (I/O, audio, Steam integration, …). Sometimes I feel that the to-do list only grow and grow and grow 🙂 . If you want to download the latest public alpha (the newest versions are only available for backers and early access users) you can download it from here. If you want to follow how the development is going, you can check it our in our devlog.

Last, (but not least important) I am just writing some post about different topics (implementing game Input with Command pattern, some Unity – C# audio tricks, …).

Not much for now, if you have any question… just reply in the comments below (or use the contact form).

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Dimension Drive is on Kickstarter

by on Apr.16, 2015, under News

Hey folks !!!!

Sorry for being a bit absent for the last few months. At 2Awesome Studio we have been working like crazy to launch our crowd-funding campaign at Kickstarter. Finally last Tuesday we went live with our campaign and now crazy mode is ON. Crunch time every day, working from 8 AM till … 2-3AM again .. is exhausting but totally worth it 🙂

(continue reading…)

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Ultramagic Balloons Target in Google Play & App Store !!!!!

by on Jul.21, 2014, under News

I have finally published UltraMagic Balloons Target in Google Play and the App Store. I have got the green light from UltraMagic at the beginning of June to go ahead to publish it. You can now download it for free in your Android & Apple devices using the links below. I will probably still add some new levels ( from 21 to 40 ) and  new features in the future. It has been a long way till I reached this stable version, but all the sleep-less nights, long week ends working on it now seem long gone while publishing it ( so proud of it ).

Just let me know if you like it and any other comments you might have 🙂 (any feedback will be more than welcome).

Download on Google Play

Download on Google Play

UltraMagic Balloons Target on App Store

Download on App Store

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What has been going on lately :-)

by on May.16, 2014, under News

I haven’t update the web for a while. I know… too much work is not excuse enough so here I am again, back on businesses. Developing 3 games on my spare time, working a full time job at the European Space Agency, and training for an Iron Man race is not easy. My days only have 24h … unfortunately. On top of all the development and training, a lot has happened lately, I attend 2 Indie Game Development conferences here in The Netherlands with my friend and now partner @Stilghar. Let me then summarize all news a bit in order, Ultramagic Balloons Target my first Android Game, then the 2 conferences we have attended, and a bit our future at 2Awesome. (continue reading…)

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Global Game Jam 2014 in Amsterdam !!!!

by on Feb.05, 2014, under News

Probably many of you know what is a Game Jam.  There are many out there as Ludum Dare, Global Game Jam, ….. I have been trying to attend a Ludum Dare for the last year or so together with my buddy @Stilghar_ . Finally we have decided to attend the 2014 Global Game Jam edition in the Amsterdam location. I can say before going in deep detail that has been an awesome experience, and I am really looking forward to my next Game Jam (Probably the next Ludum Dare in April). (continue reading…)

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Projects coming up soon

by on Oct.11, 2013, under News

It has been a while since my last update after the Iron Man. I went on holidays first (well deserved), and then in September I had a lot of work / September has been a very busy month at work. Also with my two little projects going on, preparing a presentation for one of them and an alpha release for the other. In summary, coming back to routine. (continue reading…)

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Zurich Iron Man 2013

by on Aug.05, 2013, under News

First of all I know this is not games programming or video games related subject, but this is a personal achievement I would like to share with all of you :). I would like to do it because it took so much of personal effort, time and ….. everything that

Last July 28th of 2013 I ran this year’s edition of Iron Man Zurich. Yes… 3,8 km swim + 180 km bike + 42 km run. All in one go in around 14h. As one of my friends said it was “against all odds”. I got sick 1 week before with a flu (even laying in bed for a few days). To make it even harder the weather decided not to be in our side. 37 degrees (Celsius) at race day what was extremely hot.  So let me explain how was “race day”: (continue reading…)

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The Festival of Games 2013 in Amsterdam …..

by on May.07, 2013, under News

As an indie game developer it was time to attend my first video games development conference. Together with @stilghar_ and representing our small indie studio @2awesomestudio we have attended this amazing conference, the 2013 Festival of Games in Amsterdam #FoG13. We have met a lot of cool people, another indie developers, companies, etc. You can find extensive comments about it at our studio web page here. You can find there our thoughts about #fog13 , some keynotes about the speakers we have attend ….and even some pictures !!!!!!

I really enjoyed all the talks given there from different industry professionals and the indie games development conference on the second day. Meeting a lot of small studios developers gave me the strength to continue my efforts developing the Hot Air balloons game, and Dimension Jumper. Also I will review my old projects as Aeon Space Fighter to clean up  a little bit this projects. Last but not least important, I will develop a small group of games as a “prove of concept”, with clean structure and code.

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XNA is dead ……. or at least discontinued from Microsoft

by on Feb.10, 2013, under News

10 days ago, a bomb has impacted deeply in our little video game development world. Microsoft has confirmed that it does not plan to release future versions of the XNA, what means that XNA has been discontinued. A blog post from Promit Roy (you can read it here) and also some news at Gamasutra here and at wpcentral here confirm this point without an official communication from Microsoft.
I have been doing some mini projects with XNA over the last 4 years, and for the last 6 months, deeply involved in developing an indie game for XBLIG (Xbox Live Indie Games). This project is being ported now to Unity 3D, and definitely I will abandon XNA. I personally believe that Microsoft has shoot themselves on the feed with this movement, but without more information about future plans, I can’t evaluate the impact of this decision. XNA has created an easy way for indie developers to produce some quality games for XBLIG, highly promoted with the Dream Build Play awards. A huge community has grown over the years around this technology, with a lot of developers over the world enthusiastically contributing to the grown of XNA.
Last, I would like to share a comment I have seen around, and I beleive is how a lot of developers feel right now …. “Welcome to Unity…. don’t worry is warm in here”

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Cocos2D 2x tutorials

by on Aug.09, 2012, under News

I started to use the last version of cocos2d (cocos2d-2.0-rc2-x-2.0.1) recently. Cocos2d-X is a game engine framework based on Cocos2d-iPhone, which consists of expanding supported platforms, with multiple choice of programming languages that shares the same API structure.  You can find more information about this engine on the official website here.

After following the beginners tutorials they have on the official web with no success as they are developed using the previous release of cocos2d. There are some parts that are not working anymore, and takes a bit of time to realize how to do them with the new release. I just decided to share my experience, and write a 7 part tutorial for beginners, just following the official ones, but adapted to this new release. You can find the links below:

Chapter 1 – Hello World
Chapter 2 – How to Add a sprite
Chapter 3 – How to Move a sprite
Chapter 4 – How to Fire some Bullets
Chapter 5 – How to Detect the Collisions
Chapter 6 – How to Play Music and Sound Effect
Chapter 7 – Some Icing on the Cake

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