Quest of Dungeons turns 10 years old!

📝 It’s been 10 years It’s around 11 a.m. as start to type this. 10 years ago at this hour, I was at my day job, trying to focus and not be distracted by the fact that later that day, at around 18h, Quest of Dungeons was being released on Steam and iOS. For the first time, players around the world could try it. I was quite anxious about this; it had been a few years in the making, mostly nights and weekends....

March 25, 2024 · 13 min · 2750 words · David Amador

QoD iOS and Android update 1.1.1 released

A new patch for iOS and Android went live, v1.1.1 There are some differences in what’s new for each one of the platforms, the biggest change being support for iPhone 6 and 6 Plus on iOS and x86 architecture support on Android. The reason why there are more tweaks on the iOS is because the Android version was updated more recently. After this update they are on par on features and fixes....

December 8, 2014 · 1 min · 209 words · David Amador

Quest of Dungeons is now available

I’m pleased to announce that Quest of Dungeons is finally out. I didn’t get to make a post on day one, and it’s been nearly two weeks since launch but these past 2 weeks have been one crazy roller coaster. It was released on March 25th, for PC, Mac and iOS. You can get it on Steam, iOS App Store or directly from the site via Humble Store. I released all platforms on the same day, which was something I always wanted to try, and I have to say that it didn’t went as bad as I thought....

April 6, 2014 · 2 min · 309 words · David Amador

Quest of Dungeons development update

I’ve been working on Quest of Dungeons and I’m nearing Gold. I’m attempting to release every version on the same day, which I never managed to do before but would like to do this time. I have both the iOS, Mac and Windows version very stable, the Mac and iOS apps were already accepted by the App Store, for Windows I’m still trying to wrap up the process of getting it on a digital store too....

December 11, 2013 · 1 min · 121 words · David Amador

Puwang - a 5 day work

Hi, how’s everyone doing? So this was a different week for me. It’s been a long time that I had the chance to work on a small prototype or a 48H competition because of my work on Dary’s Legend so I decided to stop for a couple of days and do something else. Also my cat’s been quite sick, and between the Vet and taking care of him, working on a fun project gave me more time do everything....

September 28, 2012 · 2 min · 369 words · David Amador

So what have I learned after eight months on the App Store

First of all I think this is my last idevblogaday post for a while. I my math doesn’t fail me this is my 10th post and it’s time for someone to take turn. Actually it’s just the 9th. I hope my words have somehow enriched your knowledge, in case you want to stick around just bookmark my feeds. I keep this fairly updated. Also since I’ve been working on a new game...

June 24, 2011 · 4 min · 672 words · David Amador

A little on how to initialize and use GameCenter

Small side-note first, Vizati is now available for the Super Nintendo, more info. For my third idevblogaday post I’m going to talk about Game Center. Game Center was released only a couple months ago (September or so) but already tons of applications are using it and even more, players ask for it. It’s a way to track achievements, leader boards etc. Unfortunately It’s only available from iOS 4.1+, so some compatibility check has to be done....

April 1, 2011 · 3 min · 445 words · David Amador

iPad launch images support for all orientations

When loading an application on an iPhone or iPad, a launch image can be shown to provide feedback to the user that the application is loading. On the iPhone a Default.png was used, with the iPad we need to anticipate the device being started in any orientation. Filename Dimensions Default-Portrait.png * 768w x 1024h Default-PortraitUpsideDown.png 768w x 1024h Default-Landscape.png ** 1024w x 768h Default-LandscapeLeft.png 1024w x 768h Default-LandscapeRight.png 1024w x 768h Default....

September 10, 2010 · 1 min · 105 words · David Amador

Setting OpenGL view for iPhone 4 retina hi resolution

This had me scratching my head for awhile. At first I thought that glGetRenderbufferParameterivOES would properly detect Retina screen at 960×640 but it keeps returning 480×320. A little explanation on Retina screen first. Older devices have 320×480 screen resolution. With new iPhone 4 and iPod Touch 4G the screen has 640×960 but on the same physical area. This means that each pixel is 4 times as small. To properly simulate older games resolutions iOS will replace each of your 320×480 game pixel by 4, this way your game will look identical....

September 10, 2010 · 2 min · 256 words · David Amador

Targetting iOS devices hardware

I decided to compile all iOS devices specs here so we can get a better glimpse on their hardware and what we can expect from them. This covers iPhones, iPod Touches and iPad. iPhone/iPhone 3G – 412 MHz / 128MB / 320×480 iPhone 3GS – 600 MHz / 256MB / 320×480 iPhone 4 -~800MHz / 512MB / 640×960 iPod Touch 1G – 412 MHz / 128MB / 320×480 iPod Touch 2G – 532 MHz / 128MB / 320×480...

September 8, 2010 · 1 min · 156 words · David Amador