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Games for healing during scary times | This week in videogame blogging
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on how games can do something positive during times of widespread fear and anger.
Nov. 14, 2016
Building apps & games for Xbox One using UWP – Build once and target many FutureDecoded 2016
For everyone who couldn't attend Future Decoded 2016, I've recorded my session and written an accompanying blog post on the talk. Get the low down on building UWP games and publishing them to the XboxOne. Get started, get ready and publish great games
Nov. 14, 2016
Yes, games matter. Yes, even now.
In the wake of the US's version of Brexit, do games matter? Shit yes, they do. If you voted Trump, you'll find some aspects to hate in this piece, though the overall message applies equally to everyone.
Nov. 14, 2016
Why You Should Want Day One Patches
This year has seen a lot of debates about the use of day one patches in video games. And for today's post, we're going to talk about whey they're important for game design, despite some negatives.
Nov. 14, 2016
Maximizing profits from advertising in mobile games and apps
In this blog post I’m going to share with you some tips on the topic of ads in mobile games. It will based on our experience with implementing such solutions in Tabasco Interactive. Special thanks for Karol Drzymała for sharing most of these thoughts
Nov. 14, 2016
Antegods Code Update: Connecting Computers
We're working on making our stonepunk arena action game Antegods a reality. This time, lead programmer Niels shares some insights into our networking code. How do we make those infernal PC machines talk to each other?
Nov. 14, 2016
An Analysis of the 2016 US Election Using the Mechanics of Political Animals
I use our game "Political Animals" to try to understand how the 2016 US election was won.
Nov. 11, 2016
Designing a castle with more than 1000 levels
To design such a large number of rooms may seem a heavy task (and it is) but thanks to that work we can empathize with the user at every single room.
Nov. 11, 2016
Making 100 Games in 5 Years: The Final Year
I'm making 100 games in 5 years. Current count: 80. Even with a year left, we can already see how this marathon of game development sprints impacts the process of making games: good, bad, and in-between.
Nov. 11, 2016
my own indie game studio - a recap
A short recap of how we founded our indie game company mooneye studios and how we overcame the struggles any indie studio faces in the first years.
Nov. 11, 2016
Learning from Failure: Post Mortem of an Unborn
Should I cancel or not a game development? If this question pops up in your mind it's a signal. Something is not going as you would like. In this article we explain our own experience cancelling our first big project. And the reasons behind the decision.
Nov. 10, 2016
The Benefits of Using Unity 2D Tools to Make 3D Art
The benefits and challenges of using a streamlined workflow for making 3D art assets using only Photoshop and Unity.
Nov. 10, 2016
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