Author Archives: Andrew

About Andrew

I do all the boring stuff that's gotta be done so I get to do fun stuff sometimes.

Quality Feedback

We’re at a stage in MacGuffin’s Curse where we’re starting to take down some of the scaffolding to reveal our work in progress, so we’re starting to get some feedback. There are many types of feedback and the difference between … finish reading Quality Feedback

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Vertical Slice

In game development, a vertical slice refers to a portion of the game that can be considered representative of the final game. I like to think of it as a cross section of a piece of cake, a “vertical slice” … finish reading Vertical Slice

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Mac Marketing Madness

So, Jolly Rover is on sale on the Mac App store at the staggeringly low price of $2.99. But, after uploading some awesome new images on the Mac App Store last night, the store page for Jolly Rover is suddenly … finish reading Mac Marketing Madness

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Jolly Mac App sale!

The important information is that Jolly Rover is now on sale on the Mac App store for US$2.99!! But be quick, it’s going back up to the full price of $9.99 on Friday. I must say I’m always a bit … finish reading Jolly Mac App sale!

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GUI, UI, and HUD

What do these terms mean to game development? The acronyms, themselves stand for Graphical User Interface, User Interface and Heads Up Display. GUI (goo-ee) and UI (you-eye) can be used interchangeably, and to be honest I’m not expert on correct … finish reading GUI, UI, and HUD

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Press Roundup

It’s been so quiet today that I can only assume two things – 1) the team is madly working towards hitting the prototype milestone or 2) they’ve fled the country, or possibly died of exhaustion. Okay, three things. So while … finish reading Press Roundup

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Jolly Rover boarding the Mac App Store!

I tell you, people have been hounding (oh mercy) me about this for months! So a few weeks ago after getting back from GDC I began the journey of getting Jolly Rover on the Mac App Store, and lo and … finish reading Jolly Rover boarding the Mac App Store!

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Goodbye 800×600

Jolly Rover was developed at 800×600 resolution, which was to ensure maximum compatibility with systems on PC and Mac. Moving onto MacGuffin’s Curse I thought it made sense to support this resolution as well, but we’re currently maintaining 4 resolutions … finish reading Goodbye 800×600

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Tools vs Development

It’s no doubt that good tools can help the game development process. This is why we chose Unity, this is why we bought Sprite Manager 2, EZ GUI, and EZ Game Saver, because we wanted to have good tools to … finish reading Tools vs Development

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Understanding Tiles

Back from GDC! However, as is typical when you get back from a trip, work didn’t really start happening until Thursday, when we had a meeting about art style, or more specifically, animation, tilesets, and our plans for cutscenes. Seeing … finish reading Understanding Tiles

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