1. GDC 2014 Debriefing


    If you haven’t read about the collaboration to bring GDC (Game Developer Conference) experience and knowledge to local game developers via meetup, read it here.

    That’s the main contribution I participated in this event which I will be blogging about next below.

    This event was brought to you by SIPA and Thai Game Software Industry Association (TGA). It’s intended to give the audience overview of overall experience local developers got back from attending GDC 2014.

    There were a handful local game developers with funding support from SIPA that attended GDC. Thus it’s a giving back to community.

    Read More


  2. Devlog update from the game I’m making with Secret Character.


  3. Why Disco Zoo is good to try?

    1. Good for your brain

      There’re a lot of animals to rescue to be added to your zoo via toying your luck with efficient guessing ability.

      Each type of animal has its own pattern ie. 4 consecutive rows either vertical or horizontal, horse-like pattern in chess game, square etc. Those will appear randomly in the grid for you to best select and get it back to the zoo. More you recognize the patterns, more chance you would get to find those animal.

    2. Cheat-proof!

      Disco Zoo’s core game is running based on time. You will get income from your animals while they’re awake. They generate money in X coin/min. Thus I tried to change the local time ahead for several times. Yeah, I have got plenty of income!!

      Not too long til I knew the game started to punish me. It made some of my animals disappeared! I don’t risk it further as I’m too afraid to lose a rare animal forever. So it’s cheat-proof via psychology.

    3. To know how Vungle really works

      I’ve knew Vungle since a long time ago via watching their business documentary video. It was pretty much of a hard time until I have never heard from them again. But now, they appeared in front of my screen.

      To make it short, Vungle is like a SDK to integrate short video-ads for your games. It’s best suitable for 5 more attempts to rescue cute animals.

  4. Turn to Crashlytics for a main crash reporting

    I switched from Flurry’s crash reporting to Crashlytics instead. Three main reasons.

    1. Crashlytics is real-time processing data. If there’s a crash going on, you got it via e-mail and dashboard right away.

    2. Crashlytics is able to extract and drill down to the lowest enough code level for you to easily track down the issues without a need to manually uploading desym file (but see the info below as well).

    3. Web UI of Crashlytics attract you to work on resolving issues occurred. Open / Closed buttons is pretty darn sweet to click on.


    I still have a curiosity about its build script, and desym file. I didn’t ask their support team just yet, but what I guess is below. If you have some thoughts about it, feel free to let me know.

    I guess its build script would have to do something with the app/game ‘s build to extract desym information.

    As I tested out, new build with strip debug info enabled is also processed fast, no need to wait for desym file to upload to its backend server, and I can see enough information to track down the issue in code-wise on their dashboard. With this quick, I bet that it doesn’t even upload desym file via its plugin program. So I thought the backend would communicate with its plugin program residing on the client system to get into desym file or debug information to symbolize things there and show on dashboard.


  5. Access game’s iCloud data on Mac

    I was trying to learn more about iCloud and any other ways to access such documents of apps / games.

    It turns out that you can easily access it via Finder, just head to ~/Library/Mobile Documents/. From there, you will see a bunch of app’s iCloud folder. You can take a peek at the game’s data especially savefile there.

    Not to be surprise that it synchronizes with latest version very slowly.