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Cocos2d Menus and arguments [Greg Holsclaw]

I was toying with the idea of writing a post about why I went independent, but I figure that wasn’t appropriate for the wider audience of iDevBlogADay.com. Check my blog for those posts. So I decided...

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iOS Game Center Achievement Display [Greg Holsclaw]

In one of my projects, while I waited for some art work, I wanted to get ahead with my Game Center integration. This tutorial is about how to get Achievements to be displayed in the Game when the...

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Should indie game devs do it all? [Greg Holsclaw]

Running in the game dev circles for the last three months has exposed me to a ton of one or two man shops that undertake the entire development and production of a game on their own. Some are doing...

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The One Day Help System, in Cocos2d for iOS [Greg Holsclaw]

Since we are developing a strategy game for the iPad/iPhone at Skejo Studios, we were in need of an in game help system to quickly tutor the player with the different controls and game options. We had...

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Operation: Eradicate Post Mortem [Greg Holsclaw]

For four or the five months, I have been working on Operation: Eradicate, an iOS turn based strategy game. With my graphics designer, we at Skejo Studios have revisited the last few months, and wanted...

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Marketing Post-Mortem, Operation: Eradicate [Greg Holsclaw]

Following up on the Development Post-Mortem I wrote for our new iOS game, I wanted to give a quick look into how our marketing push was planned and how the first few weeks of sales went. Though I am a...

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Operation: Eradicate Financials Three Months In [Greg Holsclaw]

Operation: Eradicate, has been in the AppStore a bit over three months now, and I wanted to give a report of the ups and downs regarding the financial outlook of the game. Eradicate was a great game...

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The App Store Playbook – My Interview [Greg Holsclaw]

Earlier this year I was glad to offer an interview with Shane Lee at Beginning iOS Dev while I making Lab Bunnies. He has packaged my interview, and 8 other indie developers including @DeneCarter...

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Phases of Level Polish on Lab Bunnies [Greg Holsclaw]

Having not taken a regular course of level design outside those offered by the experiences of life and trial and effort, I now endeavor to document the phases of level design and polishing that went...

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Deadlines, and Indie Experience [Greg Holsclaw]

Deadlines. Love them or Hate them. Evil things that demand overtime from underpaid artists and engineers, or the only thing producers can use to nail down those creative types to actually deliver...

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