I'm a Xbox One developer now, QoD getting a port

So a lot has happened since my last post. Even before EGX I was already in talks with Microsoft for becoming a Xbox One developer and maybe get Quest of Dungeons to XO. I was extremely happy when they accepted both, so right now I’m working on porting the game to Xbox One. I don’t think this would have been possible without all the gamers that have played and are still playing the game, that’s what brought all the positive vibe surrounding the game, so a big thank you. ...

December 14, 2014 · 2 min · 220 words · David Amador

EGX 2014

I had the chance of going to EGX in London this year with Quest of Dungeons. The whole show lasted 4 days and it was AMAZING, met tons of players, and a lot of developers. Everyone was super friendly, so I had a lot of fun. This was the first time I did something like this, so it was a very good way to get feedback and talk in person with players and even some fans of the game. ...

October 3, 2014 · 1 min · 127 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. As some of you know I have a day job so I had to take 2 vacation days to simple answer emails and do quick fixes, especially to the PC/Mac version. With each new software is natural to have problems at launch and Quest of Dungeons was no exception, and right now I’m still working on a daily basis in fixing some stuff and attending to some popular requests/changes from players to the game. ...

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

First Macbook Pro

I’ve been developing apps on Mac for almost 2 years now. But usually it’s pretty much just a develop on Windows, boot my 2009 Mini Mac, build on XCode and deploy. I always wanted to give it a try at using MacOSX as the main development environment, but the mini mac is too slow and well, Visual Studio. Also I don’t like that new Windows 8 that much. I hope Win9 gets back on track, in the line of Win 7. I never owned a Mac other than the Mac Mini but since recently Apple released some new Macbook pro models, which have Haswell processors and I decided to get one. ...

December 11, 2013 · 2 min · 267 words · David Amador

A new game project and new job

Hey everyone! So a lot of things have happened since my last post. New project I’ve been talking about this via twitter for the past few weeks but this is the first official post talking about it. In last 7 Days Rogue-like I had this desire to make another one, a faster, less feature oriented RL, just explore and kill. I didn’t made much of the prototype at that time, but in the past month I returned to it, worked a bit more intensively and decided to launch it to iOS. The game is nearly finished and I’m just tweaking difficulty and other bugs. ...

October 4, 2013 · 2 min · 370 words · David Amador

Let's take a look at SDL Game Development book

I use SDL 1.2 on my engine, but just for the window creation and input handling. That prevents me for writing boring window handling code for each platform, it just works. These days SDL can be use on almost every platform, Windows, Mac, Linux, iOS, Android. They recently launched the a new version, SDL 2.0 and I was lucky to receive a copy of SDL Game Development written by Shaun Mitchell that covers that new version. ...

July 17, 2013 · 3 min · 493 words · David Amador

Updates, development and new feed url

Almost 4 months without a post, this is the first time it happened. It was nothing in particular that held me back, I just kept postponing and, to be honest, I only write posts when I have something I really want to write about. Before going into the rest of the post, I would like to ask people to update my feed url on your RSS readers. I always used Feedburner to redirect feeds, and with Google Reader going down I decided to start switching, so in your new FeedsReader use this address: (</feed/>). I didn’t deactivated the old one, so they will work both for now (if I didn’t broke anything). Also, give Feedly a try in case you haven’t found a replacement for Reader. ...

April 20, 2013 · 6 min · 1158 words · David Amador

hasta la vista, 2012

So the world did no end, how about that? This is it, the last post I’ll make this year. It’s been a wild year, much much (probably too many) work this year. Some recap: -We finally released DL into the wild in beta form which was a great feeling, especially since it looks like I’m working on this for ages now. General feedback has been great and that’s always a motivator. ...

December 22, 2012 · 2 min · 223 words · David Amador

Ati Radeon HD 4000 drivers for Windows 8, fix for slow OpenGL games, yes, including Minecraft

I’m making this post solely for the purpose of people who can’t find a solution for this. If you have a Ati Radeon HD 4000 or lower like me you’ll notice that there are no drivers for Windows 8 listed when you go to the AMD website. AMD only supports Windows 8 from the 5000+. And the stock ones from Windows 8 are useless, mostly on the OpenGL side, some games won’t even load, or run really slowly, like your beloved Minecraft which uses OpenGL. The stock drivers won’t even allow 2048×2048 textures 😐 ...

October 31, 2012 · 1 min · 173 words · David Amador

QuakeCon 2012 - John Carmack Keynote

I usually don’t do this, but come on, it’s John Carmack, and this 3h30m keynote given at QuakeCon 2012 is fascinating.

August 4, 2012 · 1 min · 21 words · David Amador