Category Archives: iDevBlogADay

Luna Soul

This iDevBlogADay post is about Luna Soul, the game I made during the game jam at the 360iDev conference last week. The Conference I really want to keep this post short, so I won’t go into too many details about … Continue reading

Posted in Game Design, iDevBlogADay, iOS Development | 6 Comments

Engineering An Update – Part One

I’m finally back doing iDevBlogADay after many months away. This post is the first in a two part series about my struggles and successes while creating the new Trainyard ”Engineer Update”. A promise Never promise anything. Seriously. Ok, well at least never promise … Continue reading

Posted in App Store, iDevBlogADay, iOS Development, Trainyard, Workflow | 28 Comments

Four Months

It’s been four months since my last post back in November. I know I said I’d keep blogging, but that just didn’t happen. Luckily, it’s been so long that it’s my turn to do iDevBlogADay again. Due to the new … Continue reading

Posted in iDevBlogADay, Meta, Trainyard | 27 Comments

How To Price Your Game

For this week’s iDevBlogADay post, I’m going to give my thoughts and recommendations on game pricing. This is a something I skimmed in last week’s post, but it’s a highly requested topic, so I figured it was worth delving into. … Continue reading

Posted in App Store, iDevBlogADay | 35 Comments

Slides and Such

For this week’s iDevBlogADay post, I’m going to look back at a presentation I did a couple weeks ago at FlashInTO, a local Flash user group. I’m also going to go over a bunch of random questions and things that I … Continue reading

Posted in iDevBlogADay, iOS Development, Trainyard | 5 Comments