Unity Icons

Posted by on Dec 13, 2015 in Tech Stuff | No Comments
Unity Icons

Since I’m a nerd and a Unity asset dev, I have tons of Unity installations (even if way less than Jean Fabre who is crazy). So here’s a ZIP with different icons (Windows .ico and OSX .icns) for each Unity major, minor and beta version. Red icons are the ones intended for betas. Download Unity Icons UPDATE […]

Narrative in video games, my favorite examples

Posted by on Oct 27, 2015 in Blahblahs | No Comments
Narrative in video games, my favorite examples

Beware, this is an utterly and completely subjective list of those games that, in my humble opinion, boast the best narrative and/or stories. Since my memory sucks, there’s a lot of missing stuff, and I’m making this mostly as a mean to remember these games in time. So that, when I’ll be old and my nephew (if […]

Ludum Dare 32, An Unconventional Weapon

Posted by on Apr 18, 2015 in Gamedev | One Comment
Ludum Dare 32, An Unconventional Weapon

I participated in the last LD31 (with The Screening, made with Gaetano Leonardi and Luigi di Guida), but for this LD32 I am way too busy, so I’ll have to skip it. Still, I just came back home to check the theme: An Unconventional Weapon Then gave me the usual 15 minutes to come out with a game […]

Upgrade guide: from HOTween to DOTween

Posted by on Apr 6, 2015 in Tech Stuff | No Comments
Upgrade guide: from HOTween to DOTween

This upgrade guide is aimed at HOTween users that want to switch to the new (and much much better, if I may say so—and by Jove I can: I made them both) DOTween. The logic HOTween and DOTween share the same logic. They both have Tweener, Sequence, and more generic Tween classes. They both have the same range of settings […]

What is a tween engine?

Posted by on Mar 24, 2015 in Gamedev, Tech Stuff | No Comments
What is a tween engine?

I used tween engines all my life, and in the last 4 years I even made two of them (HOTween and DOTween —HOTween v2— for Unity). So I can shamelessly state that I’m kind of an expert, or at least I’m in the know. Anyway, one question I get asked very often is: “What is a tween engine?” […]

Music holding companies VS YouTubers VS Gamedevs

Posted by on Jan 10, 2015 in Gamedev | No Comments
Music holding companies VS YouTubers VS Gamedevs

In these days I’m finally releasing Goscurry on Steam. Marketing is important for a release, and that means not only magazines but also YouTubers. The relationship between game developers and YouTubers has sometimes been the subject of some controversies, but in the end it’s very reciprocal. We create games they can make videos about, they give us exposure and fresh […]

Combu: leaderboards and more for Unity, on your server

Posted by on Jul 12, 2014 in Gamedev, Tech Stuff | No Comments
Combu: leaderboards and more for Unity, on your server

Until a few months ago, I used to rely on an online platform for the leaderboards of my games. It was easy to use and free within a limited amount of users, so I was happy. But there was a con, which I realized only later: being an online platform, I had to rely on someone else’s servers for my leaderboards to […]

Space Fungus VS Robots

Posted by on Jun 22, 2014 in Tales | 2 Comments
Space Fungus VS Robots

I’m trying to get better at writing in English, so last evening I asked my stepson Andrej (also known as Mister Aki) to give me a random theme, so I could write a quick short story in some half an hour or so. I’m not even trying to use a “writing style”, considering I still spend a lot […]

Pixelart happenings and opinions

Posted by on Jun 16, 2014 in Art, Gamedev | No Comments
Pixelart happenings and opinions

In these last months, other than working on Goscurry, fighting bureaucracy and other stuff, for once I did only the graphics for a couple games, both in pixelart (or “pixel art”, but I like the loose portmanteau version better). They are Earthling Priorities — a mini adventure game — and People In Love — a city sim where positive planning and people’s happiness are the most important factors — both still under […]

Goscurry got greenlit! Hints & Obvious Tips

Posted by on Mar 30, 2014 in Gamedev | 2 Comments
Goscurry got greenlit! Hints & Obvious Tips

A few days ago, after almost a year, Goscurry got finally greenlit. I honestly don’t know if a miracle happened, or if it was just because Valve felt pity for it, since it was standing there all alone for so long. Or maybe it’s because they’re gonna shut down Greenlight and thought “Let’s make some […]

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