David Amador's Comments
[News - 12/28/2015 - 10:18]
This does not translate to ...
This does not translate to the reality imo. The ones at MegaBooth are the ones usually already in a better spot then most indies. This is more like economics of higher tier indie developers. Also how many people were questioned
[Blog - 11/18/2015 - 01:42]
that is a nice hack ...
that is a nice hack , in your particular case it works perfectly, I 've done a couple similar tweaks on my own projects, but usually images are too much different to accomplish such a wide space reduction. r nThanks for sharing
[Blog - 05/11/2015 - 05:14]
[Blog - 07/22/2015 - 12:50]
thank you for writing this. ...
thank you for writing this. Although some stuff may be common sense it 's easy to get lost and forget this. r nI think it 's quite easy to jump from 1 to 2 and vice versa, depending on external pressure and how one deals with that.
[Blog - 04/15/2015 - 02:28]
Nice article, thank you. r ...
Nice article, thank you. r nThis is also what usually scares me a bit of using a engine that may leave thing out of my control, on one hand I 'm not as savvy as the smart guys who do engines, on the other hand if I bump into a ...
[Blog - 01/14/2015 - 01:08]
Oh I like it, thanks ...
Oh I like it, thanks for sharing, I 'm using Rami 's presskit but I 'll take a look at this later.
[News - 11/12/2014 - 03:21]
Nice read, would have loved ...
Nice read, would have loved an even more detail/juice article : r nAs for me I had a game on XBLIG called Vizati. I later switched to native code and have been making games for PC and mobile. The latest one called Quest of Dungeons was released on Steam and ...
[Blog - 09/29/2014 - 01:05]
[News - 09/16/2014 - 03:57]
[Blog - 09/05/2014 - 03:37]
While I 'm a solo ...
While I 'm a solo developer right now, I worked with a team before, but the problem is that it 's not easy to find the right person, sometimes friends may not be the right person. And if a person starts dragging its feet the whole project suffers that is ...
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