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An update on my progress as I work to complete and release the playable demo version of my idle game built with Unity for multiple platforms.
I had some not-so-fun times this week trying to understand why iOS and iPadOS are acting so strange in my game compared to all other platforms (including Mac).
Also, I finally got a splash page up for the game over at projecthack.net
You can reach out to me on Twitter @UIBuzz or over at PeterWitham.com
Every tool is the right tool for someone. Maybe not you, but let's change how we present our choices and opinions in the developer community, so we do not put off those new to the community.
Infighting on tools and hard-nosed opinions is not the way to go. Some thoughts on this episode.
Video Vlog
Follow the Vlog on YouTube, plus more content
In this episode, I explain why just getting the latest version of a tool, framework, or library is not always a good plan. This always risks introducing problems you now have to deal with, which is not something you want when preparing to ship.
Prefer YouTube? OK, I have a video for this
https://youtu.be/8Sww1wARboQ
I want to talk about the last 10% of a project timeline. When you're developing things, building things, whatever they may be, the last 10% is always the most challenging part. You want to get it released, and you start to rush without noticing. That is the time to slow down and check every dark corner of the project.
Some advice and tips in this episode on avoiding mistakes that can greatly impact a release or push to production.
Link to the blog post for comments
This week, some pain and some pleasure with my game-building in Unity.
Ever had that experience of "It worked yesterday and last week. Why does it not work now"? Yep, one of those weeks. Listen on for details and solutions.
Reachout to me at peterwitham.com
As mentioned in this episode
My development blog
Video showing Unity Device Simulator Install
Safe Area Helper
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