Talha Kaya's Blog
Making games with Tarik Kaya under the name Kayabros.
Using tools: Unity, Haxe and HTML5 mainly.
In game development since 2004.
Programmer, game designer and musician. In love with games as an expressive medium.
I interviewed the very talented Todd Luke, the creator of a lot of pretty web games like Winnose, to get a taste of his wisdom.
Interviewing Ryan Melmoth, the creator of the game Mibibli's Quest, an artsy but hardcore retro platformer, that was made in 2.5 years.
Including too many numbers in your UI decreases the amount of imagination a child can have with it. This post is a warning against that.
What I went through when I began using Haxe+OpenFL technology for the first time. As an ActionScript3 lover, how easy is the transition? And why is there a horse in a building?
Games are only as strong as how courageous the developers are. As a newly born studio, namely Kayabros, we tried to bring the feeling of falling into infinity, drifting, losing your sense of time into a single game.
As a newly born studio, we, Kayabros released our first title Into The Box, for completely free, without ads. Months of work put into a passionate project. I'll try answering "why is the game free?".
Talha Kaya's Comments
[News - 06/27/2014 - 03:59]
[Blog - 05/22/2014 - 10:00]
Your main point is, what ...
Your main point is, what 's more fun in games is decision making more than trial-error type of stuff. That 's a totally valid point, as it is of personal preference. But do keep in mind that a big part of today 's indie rouge-like inspired action game popularity is ...
[Blog - 04/07/2014 - 07:09]
Well it 's a plus ...
Well it 's a plus that you can just get help from the inventor : But I see your point, you shouldn 't need to. And I think if you follow the official installation guide you won 't have a lot of problems. Hopefully. r n r nBtw that old ...
[Blog - 02/26/2014 - 06:18]
Thanks for mentioning patreon.com. I ...
Thanks for mentioning patreon.com. I 'm aware of the patreon service, which is a great way to make a living although not many people succeed if you 're the type of a creator that puts something out regularly, once a week, once a month, everyday or whatever. This is sadly ...
[Feature - 01/15/2014 - 02:00]
Great article as always from ...
Great article as always from L. Alexander. But I think so many different emotions from all these developers kinda create this illusion that all this publicity is absolutely mandatory. There are people making games and not being active on Twitter all that much. There are people who we only talk ...