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Jul
29
Posted By
aeiowu

Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!

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Greg   game development
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000
Oct
25
Posted By
aeiowu

So Hundreds was the first game that I programmed and because of that I was pretty skittish about showing anyone my horrible code, because… How would anyone get anything from it? Programmers usually pat me on the head and tell me:
Programmer

Oh that’s cute! You put it all in one file.

Yea real cute. Anyway, I [...]

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Greg   game development
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000
Aug
07
Posted By
aeiowu

Around 6 years ago or so, 2004 or something, I started looking around for advice directed at budding game developers. At the time I was mostly looking around to see where and how I should start in on my big game idea that I had rolling around in my head for enough time that I [...]

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Greg   game development
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002
Jun
29
Posted By
aeiowu

Play it right now for free!

I felt a great sense of accomplishment making this game on my own, though I know there is an oceans worth of improvement to be had still, it’s a big milestone for me so I thought I’d share the journey with you all in this post.

My whole career as a [...]

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Greg   game development
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008
Mar
24
Posted By
aeiowu

Ok, this will be quick. I have a half dozen other posts I want to make but I’m in the middle of working on FOUR GAMES!!! Ahhhhh!

So I played an awesome game today, it’s called Specter Spelunker Shrinks. But when I got to the site I thought…
me

“Whoa, this is the same dude [NMcCoy] who did [...]

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Greg   game development
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003
Feb
10
Posted By
aeiowu

I started work on the Mikengreg logo around 3 months ago, it had gone pretty well for the most part but I stopped working on it regularly about a month ago. For that month I’ve felt a block swelling. I just got over that an hour ago. I’m fresh and excited and everything is in [...]

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Greg   game development
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003
Jan
06
Posted By
aeiowu

This started out as a lengthy comment over at Edmund’s Do’s and Don’ts Manifesto on IndieGames. [via @godatplay] You should read that before reading this.

Edmund’s points are all very sound, but like any list, it’s easy to pick apart. But really what came out was a discussion about how each of us as developers approaches [...]

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Greg   game development
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