After participating in a number of weekend game jams over the past few
years, I happened to hear about one that spanned a longer time period – two weeks –
and although it was a smaller jam hosted on itch.io rather than a large community like Ludum
Dare, it seemed to be getting a fair amount of interest.
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Some backstory: I got my first Macbook back in early 2008. Before that, I
had owned a couple of low-end Windows laptops – pretty much whatever was the cheapest
thing on sale at Best Buy at the time – and managed to physically destroy both of them
within about a year of purchasing them.
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After participating in two Ludum Dare game jams (#42 and #43), and then
sitting out the following two for different reasons (#44 due to wanting to work on finishing my
first mobile game, and #45 due to the timing overlapping with some pre-existing travel plans),
I decided to get back into it with Ludum Dare #46, which ran from April 17 to April 20, 2020.
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After releasing my first mobile game (Bitey Trees) exclusively on the
iPhone App Store last September, I set my sights on my next game development goal: Building and
releasing a cross-platform mobile game, for both iOS and Android. It’s still in the very
early phases right now – I’ve been taking my sweet time getting started with it and
trying to plan things out – but for this blog post, I wanted to share my preliminary
experiences with building for both platforms using Godot Engine, the game engine I’ve
decided to use for this project.
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more...
Last month, I attended my first in-person event as a game developer: the
annual Playtest Party at Logan Theater in Chicago, where I showed my first iPhone game, Bitey
Trees. I found it to be really fun and interesting, and a valuable learning experience as
I’m continuing to grow as a (hobbyist) game developer.
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more...
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