During these office hours, you will be able to ask your technical questions, view live code demos, and discuss your GameOn use case. We will also explore best practices for competition management, real-world prizes, and more.
Mindstorm integrated Amazon GameOn into Word Fiends to easily run tournaments with real-world prizes each weekend and saw a huge spike in engagement and monetization.[Read More]
In the second part of this series, we are going to explain how to compile a final executable as an APK file and upload it to the Amazon Appstore so you can make it available to the public.[Read More]
We are excited about the all-new Amazon Fire edition for GameMaker Studio 2 (GMS2), letting developers create and publish Amazon Appstore games directly from the GameMaker IDE. To celebrate our partnership, we have released a series of tutorials on developing with GameMaker.[Read More]
Welcome to the first part of our Amazon Fire tech blogs. In this blog post, we will take you through setting up GameMaker Studio 2 and testing your game on an Amazon Fire device.[Read More]
YoYo Games is launching the all-new Amazon Fire edition for GameMaker Studio 2 (GMS2), letting developers create and publish Amazon Appstore games directly from the GameMaker IDE.[Read More]
It’s easy to get bogged down in the details and forget the most valuable part of making a game, which is building something fun to play. Here, I will talk about some approaches to adding artwork and sounds into your game.[Read More]
June 28, 2017Jesse Freeman
You have a game idea and want to start building right away. But making a game is more than just having a good idea and the skill to code it. The first step is to create a game design document (GDD) to solidify your ideas.[Read More]
Last week at GDC there were a bunch of announcements from Unity but one we are very excited to share is a commitment from Unity for better support for publishing to Fire OS. Over the past year Unity has been adding lots of features to their platform as they continue their commitment to quality and innovation. That being said, it’s never been a better time to make Unity games for Fire OS and Amazon Appstore. To help get you started, here are some of the best blog posts we’ve published about using Unity from the past few months:[Read More]
When creating a build of your game for Amazon Underground, it’s important to make sure that your APK has a unique bundle identifier and an icon with the Underground sash. These two requirements help make your Underground game stand out when installed on a player’s device and also help avoid any installation conflict you may have with the paid version of your game. You can learn more about these requirements from our dev portal here. If you are building a Unity Game, you already know that there isn’t an easy way to create separate Android builds per target. Once you configure the build, it's the same for all Android platforms. To get around this, we are going to talk about a plugin called Advanced Builder which will help you not only automate your different builds but also allows you to write a custom build script to change out icons based on whether it’s an Underground version or a standard one. Let’s get started.
Advanced Builder is paid plugin on the Unity Asset store that allows you to set up individual builds based on target platforms and automate a lot of the tedious build steps. Once you have it installed you can create a new release type for the Underground build. Here you can see I have a Standard build and my Underground Build.[Read More]
Gone are the days where you can make a game and publish it to a single platform and expect to be successful. Like any business that sells consumer products, you need to go where the people are. That means the games you make should run on a multitude of different platforms and accept any number of different input types. There’s also one more catch: your players expect to be able to share their game data across all of these different platforms, especially if they are paying for your game multiple times. With that in mind I have outlined what I call “responsive game design,” which is modeled loosely after some of the core concepts of responsive web design. It’s also a framework that will help you think about enabling your games to scale across multiple platforms.
Join us on February 26th to learn how to go From Idea to Appstore—Building Successful Cross Platform Games. At the end of this webinar you will know how to:
Want to learn more? Register today to learn how to builc your first cross-platform game: