Introducing usfxr

If it’s not obvious by previous posts or some of my posts on Twitter, I’ve been playing with the Unity platform for a while. The idea is to learn enough of it to be able to create a Unity game for Ludum Dare (which, incidentally, will take place again this weekend). My previous Ludum Dare games […]

Continue reading →

Making sense of Facebook Home

Facebook has just announced their new mobile initiative on Android, called Facebook Home. After much speculation from the tech press predicting anything from a Facebook phone to just an update to their existing mobile app, the real deal seems to be something in the middle: a mix of new applications that work on top of […]

Continue reading →

Death of the web server log analyzer

Since I’ve had my first web server set up – somewhere around the year 2000 – I’ve been running tools to analyse my logs daily and generate statistics of visits such as referrers, browser versions, screen resolution, and other useful data. I have tried several different tools since then, but the one I’ve been using […]

Continue reading →

The Unity reference is great

This morning I was thinking to myself, “I wonder if you can create models dynamically in Unity in order to develop a game with procedural assets”. A quick search led me to Unity’s reference page for the Mesh object, and to my surprise, this is the description of the object: A class that allows creating […]

Continue reading →

In support of beta releases for Android applications

Much has been said about testing your Android applications on several different devices , and several different services exist to test deployment of your application if you want to make sure it runs on certain devices. But in my opinion, nothing beats releasing beta Android applications on Google Play. To illustrate what I mean, a […]

Continue reading →

Ludum Dare 25 post-mortem

Last weekend was the 25th edition of Ludum Dare, the online 48-hour game development competition. My entry was called Fry Fleshlings Fast, a somewhat constrained effort due to time restrictions (but still a fun effort, of course). I have just published a post-mortem about its development on Ludum Dare’s official blog denoting what went right and […]

Continue reading →