Author Archives: orangepascal
the ORIGINS story of GUNSLUGS 1
There is a DINOSAUW in ASHWORLD?!
Why this dev is doing vids

Explaining the whole thinking behind the “behind the scenes” videos I’ve been creating instead of typing lovely blog posts like this. read more
A pencil sketch turns into ANIMATED PIXELART
What am I WORKING ON!?
Final test on NVIDIA’S SHIELD TV
Ashworld: the story wrap up

Ashworld got released on the Appstore last Wednesday, so we are now almost at the end of the Ashworld story! The game will launch on Android [..] read more
Gunslugs 3: Rogue Tactics

Gunslugs 3: Rogue Tactics is the title for my next game, or at least the working-title. The original Gunslugs (close to 4 years old?!) was [..] read more
The long silence

Possibly, maybe, hopefully? some of you might have noticed I haven’t been showing much code, graphics or general new stuff in months. There have been reasons [..] read more
Let’s explore!

As work on Ashworld is finally nearing completion, I’m slowly looking at ideas for the next game. Right now the most promising prototype and idea I have [..] read more
Ashworld Tech: Creating an open-world part 3

No open-world is complete, without inhabitants ! Even in such a post-apocalyptic world, there has to be some survivors and interesting people to make the [..] read more
Stop being a stupid indie-gamedeveloper

In recent weeks I’ve been seeing different developers making business decisions that didn’t make any sense to me. This post is mostly aimed at the starting developer. [..] read more
Ashworld Tech: Creating an open-world part 2

In the first part I told you how I created the open-world of Ashworld. In this part I’ll explain how I link all the buildings, entities and missions into [..] read more
Ashworld Tech: Creating an open-world part 1

So, where do you begin creating a game-type which you never created before? The correct answer is probably: research.. But since I’m more a guy [..] read more
Ashworld, Early Access now available

A little later than expected, but I finally managed to release the game into Early Access, yay! Originally planned for last week, but due to [..] read more
Talking about the release

Business cap on… let’s go.. Ok, let’s talk about the release of this game people! It’s going to go smooth, be awesome, and make us rich! [..] read more
It’s all about the decor!

We.. are.. getting.. close! And as always my biggest problem now is: me! I have to set a date, work towards that, don’t tinker too [..] read more
Crashing cars left and right

Ashworld, oh Ashworld.. my nemesis! So where are we with this “little ol’ game”?.. glad you asked! Last week I planned out to use the whole week to [..] read more
Post mortem on Meganoid 2017

Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the [..] read more
Video of latest Ashworld build

I’ve been promising new video of Ashworld to a few people, so here’s seven minutes of the current build. Obviously there’s a lot of stuff that is [..] read more
One developer and two months: avoiding Kickstarter by creating and selling a smaller game

To get some extra funding on my bigger project, I decided to ignore services like Kickstarter, and in all my foolishness, I instead created another game: on a very tight budget. Find out how that worked out. read more
Learn to create games, before you worry about selling games
Meganoid releases next week, what’s left?

A little less than a week to go, and this game goes live on all platforms (“all” as in: iOS, Android, Windows, Mac and Linux). So [..] read more
Finding, and respecting your games’ audience

Last Saturday I called out for some ideas to write about in these, now weekly, indie-business blog posts. And my fellow indie dev Byron / Xiotex opted [..] read more
Meganoid now in Google Play Early Access

Releasing games often leaves room for experimentation. So I decided to check out the “Early Access” version of Google Play, and release Meganoid into it. Basically [..] read more
The indie developers best friends: free tools

When I started Orangepixel (waaaaay back in 2004) I did so on a very small budget. I think it was close to €100, which were the [..] read more
Achieving the implementation of the Meganoid achievements

Can you smell it? It’s the smell of a game release nearing. It feels so long since I released my last game, but in fact it [..] read more
Which is better:releasing on PC or Mobile

I follow various developers on social media, from big guys to small guys, famous guys to unknown awesome talented guys.. and some of them even follow [..] read more
Creating the Meganoid trailer, and working toward release

This is just a little teaser of the trailer I’ve been making this week. The full trailer is a little over a minute, and I’ll put it [..] read more