Using Adobe AIR to create OUYA games

I’ve been toying around with creating OUYA content with Adobe AIR, and I’m happy to say it’s a pretty easy and straightforward development workflow. Information on it is hard to come by, though, and the official Adobe AIR support samples doesn’t seem to exist anymore, so here’s a few high-level notes on how to get […]

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Celebrating 4 years in New York

As of tomorrow, June 25th, I’ll have been in New York for four years. I wrote a little bit about the experience shortly after arriving in the city, as much as a reminder for myself and as a way to explain my point of view to friends. I don’t like the idea of that lingering […]

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The IDE we need or the IDE we deserve

I have mixed feelings about Android Studio, Google’s new IDE for Android development. On the one hand, the official Eclipse-based ADT has always been pretty bad. Performance is terrible, memory consumption is insane, it breaks down all the time, and I have persistent issues that force me to “clean” projects and restart the application dozens […]

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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 […]

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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 […]

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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 […]

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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 […]

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