Posts Tagged ‘iOS’

Here you can see the video taken from a Pre-Alpha version:

Recommended wacth on full HD to see better all details/effects ūüėČ

The game is still in development and will be released “When it’s done”¬† but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.

 

Nedd more info? check this links:

Official website 

Concept Greenlight

Tigsource Devlog

GameJolt Profile

 

My no entry for LD26, still too slow to coding, next time!

Posted by (twitter: @DavitMasia)
Tuesday, June 18th, 2013 9:42 am

I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S

At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.

 

Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:

No Time To Stop

 

To see the game in movement:

 

Some info about the game:

Resolution: 960×640
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2

 

For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .

And a few days ago the game was uploaded on Greenlight ūüėČ

 

And well I hope code more fast for the next compo or at least enter some fun-playable!.

Unexpectedly Useless Things

Posted by (twitter: @OmiyaGames)
Thursday, May 9th, 2013 11:15 pm

[Cross posted from Omiya Games]

Before I go any further, I wanted to make a quick mention that Omiya Game’s (the game studio that currently consists of only me) latest mobile game, Touch Yoga was just published on the Barnes & Noble NOOK HD tablets! Don’t have one? It’s also available on the iPhones, iPads, iPods, Androids, and even Amazon Kindle Fire HD tablets.


Anyways, I digress. To compliment the unexpectedly useful things list, I now talk about things I thought were going to be useful, but weren’t.

Pen & Paper

I expected myself to doodle and draw a lot of pictures.  Instead, I leave as the cleanest paper yet.

graphPaper

At least it came with a free Mario figure. And speaking of doodling…

Wacom Tablet

My wacom tablet was left untouched on top of my printer. The latter which was also useless, but that was expected for this event.

wacom

No love for the poor guy.

Fossil Wiki

I ended up using the Wiki more than the tablet and the notepad, but only for two things: first, the 30 minute game brainstorming.

LudumDareProgress1

And coming up with the game’s title

wiki

Fun fact: the second best contender for The Sentient Cube title was, indeed, The Artist’s Pornography. I decided against it for an obvious reason.

Unity’s Pre-installed Scripts

Seriously, I ended up using only 2 scripts in the end product: one for the water refraction, and the edge detecting post-image effect. Everything else? Illegibly coded and completely impractical for the game.

unityDefaultScripts

Select S.A. First Impressions

Posted by (twitter: @stigmawall)
Friday, March 1st, 2013 4:00 pm

Hello folks, today i’ll post a beginning project that I’m working in this last month. They’ll call SELECT S.A., and will be a mix of Missile Command… with reverse screen.

Yeah, that’s a pretty good definition.

The project born in the Ludum Dare with the theme “You are the villain”, and after the event i started the planning, script, test and everything else. In this month I start to code it in AS3 (same code that I used in the LD) and i’m thinking about make this game in Unity because he doen’t work fluently in old android phone.

Alright, that’s not a excuse if the game needs power of processing… but the fact is: the game doesn’t need too many power.

I just think to make this changes after i see the game Gunslugs work very smoothly in my smartphone (an Xperia X10 from 2009). If they make all of the game so nicelly, I have to make some at least similar in my game too, but the fact is: it will be a spend of time. So, I’ll finish this one in as3, and the next ones in UNity or other mobile languages.

Here i’ll let some images of the game until now.

 

(more…)

Egypt Wizard now available in the stores!

Posted by (twitter: @juaxix)
Monday, November 19th, 2012 4:48 am

Egypt Wizard is now available in the following apps markets:

* Apple AppStore
* BlackBerry AppWorld
* Google Play [Android Market]

here you can find a resume of the development process.

Promo video:

Approved and sold

Posted by (twitter: @juaxix)
Wednesday, November 7th, 2012 10:08 am


 

I’m here to say that my game “Egypt Wizard” has had 2 buys, yesterday , 6 of November :) still doesnt count, but I feel like a win, the game is unfinished, but keep growing very fast, a new update is waiting for review and i’m preparing the versions for Android and Bada markets.

Here some screenshots from updated version.

There is a lot of new stuff in the game, lot of hard work and fun.

 


Game is in japanese, chinese, english and spanish.
Buy game here:
https://itunes.apple.com/us/app/egypt-wizard/id570044761?mt=8

Vertical Void DX is live!

Posted by (twitter: @IcarusTyler)
Tuesday, October 30th, 2012 1:46 am

Hey guys!

My October-Challenge-Game Vertical Void DX just got accepted into the AppStore. Get it while it’s hot! (And the 50% launch-discount is on :)

Features!

  • An endlessly generated cave-system
  • iOS Tilt-controls!
  • 12 unique caves
  • Awesome glowing crystals!

Go Get It | LD-Entry

-Matthew

 

2 Thirds October Challenge

Posted by (twitter: @colincapurso)
Tuesday, October 16th, 2012 11:44 pm

2 Thirds October Challenge

At the time of writing this, we are 2/3 of the way through October.

I started developing my game on October 1st and I would say¬†I’m¬†am actually about 2/3 of the way to completing the game.

This is a sort of log of what I went through to get to this stage.

Week 1

Idea

Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

  • More colour
  • More character
  • More particles
  • Adventure Mode

The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

Adventure mode: I’ve yet to implement this as¬†I’ve¬†had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world¬†I’ll¬†make for the game.

Platform

It’s definitely a mobile game. I intend it to be played in short bursts, 5¬†minutes¬†here or there. Options:

  • iOS (iPhone, iPad, iPod Touch)
  • Android (Phones, Tablets)
  • Windows Phone

These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

So I’m developing for Android. That will require me to know Java. Which I don’t know well.

There are a few other options for developing for Android, the 2 I looked at were

  • Phone Gap
  • Unity

I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

Time to get started.

Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

Week 2

Rebuild!

My code was a mess. At this stage in my life as a game developer,¬†I’ve¬†gotten¬†accustomed¬†to re-writing all my code from scratch and that’s exactly what I did.

I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

(function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

Back to the Phone Gap test. It works!

I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

Coded my new view class and test it.

It works!

but…

slowly.

Well.. that sucked.

I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

  • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
  • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
  • Non-full screen clearRects. I only re-drew things on the screen that changed.
  • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
  • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

Well, clearly javascript was just not going to cut it.

Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

Week 3

Hey that’s this week!

I decided to re-write the whole thing over in Java.

I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

  • Game Loop
  • Game Logic
  • Game Rendering

The things that were different were;

  • Game Loop Code. Involves pausing threads and what not.
  • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

I’ve just finished writing much of the code for rendering/drawing.

It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

So that’s where I’m at right now.

Things on my to do list:

  • Particle system
  • Title Screen
  • Score Keeping/Submission
  • Implementing ads for free version
  • Adventure Mode
  • Hats

I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

So yep, this has been my process for making one of the simplest of simple game development over-complicated.

There should be screenshots of the progress.

Oh and the name of my game will be Panda7.

Current progress, two days after

Posted by (twitter: @juaxix)
Friday, October 12th, 2012 3:04 pm


I was travelling throught Spain, meanwhile in the bus I have drawed the things I wanted to do after.
These are the results:

* A new logo of XIXGAMES for the game intro:

* New doors game system, until you kill the mobs around you cant pass to the next room (today I replayed “No More Heroes” for PS3 and this people use the same , ah, guys from Darksiders do this trick also ūüėČ )

* A new intro, first show the XIXGAMES logo, then run three animations in 3D with a particle system and another in 2D for the play buttons.

* Magic and physicial Combat systems are more efficient now, there is a new spell also (icebolt). Player can die now XD and return to the menu very fast. There are new sound fx also, when you get hitted and new sounds for the spells also, there is a random sound for repeated tasks. Damage is calculated this way:

-- Compute damage with armor and so on
    local nResist = 1.0 - this.Resistance ( )/100.0
    local damage  = magicalPower * nResist
    this.health ( this.health ( ) - damage )

 

* Added a chest system based on proximity sensors, it works like the Dungeon Hunter (iOS), when you are near a chest, the physical attack button change to a button with a opened chest, I’m working on this now

* Scene loading mechanics, thanks to Davit Masia, who made me the Loading Screen and help me choose the right font for the title

* Camera movement with touch support: this part was a little bit hard to accomplish because of the current Camera Script had already touch controls and rotations in x,y,z

Things to be added:

  • more mobs
  • two scenes with 2 simple gameplays
  • level up mechanics
  • final bosses!
All these stuff must be done in 8-9 days in total to be able to submit the game to the markets! , btw, I’m getting ready
Things that should be but not
* I’m not gonna add big scenarios, other classes or big challenge with a lot of story, no time
* I really would like to export to consoles but I need to learn the SDK’s of PSP,PS3,NDS,XNA and Wii ware
* Complex mobs have been removed due to poly count, they can not be handled by less powerfull devices such as BB’s, iPhone’s, Android’s and so on

 

This is a video from Pc (Windows 7) this time:

 

Enemy AI and user interface

Posted by (twitter: @juaxix)
Thursday, October 4th, 2012 4:08 pm

Here is the video from these days progress:

Now I could export the game to iOS 6.0. It works with iPad3 and iPhone5!
Bad news are that the game in iPod/iPhone 3G will not be available and in iPhone 3GS too slow…
I’m trying to make this better. Here is the discussion in our engine forum:
http://www.stonetrip.com/developer/forum/viewtopic.php?f=28&t=26748

Egypt hack and slash video progress

Posted by (twitter: @juaxix)
Wednesday, October 3rd, 2012 12:29 am

I have made this video:


EHS 4 October

to show the current progress of the game in about 2 weeks.

Player has animations, touch control pad,physics,low poly geometry, etc

The first level consists in 2 rooms and a mage tower, all the game is related to magic and mages!, i am a bit worried about fps, with 5-7k polys for each part of the full scene (rooms and tower), 4 particle systems of 16 elements each one, collisions, object occlussion, physics, AI, animations (no lights , no shadows), the game is running at 40-50fps…
I am wondering if I would need to reduce the meshes again! Or remove particles, occlussion ,etc, so I can add bloom fx, lights and more action to improve gameplay and game itself: graphics, sounds, music, attack,fx,etc

I am in for the Ludum Dare 23 Jam

Posted by
Tuesday, April 17th, 2012 11:50 am

As a lof of people here, this will also be my first Jam.

I will use:

  • Objective-C (what means that the game will be for Mac OS X or iOS. Is there any restriction of platform?)
  • Cocos2D game engine
  • cfxr (for sound effects)
  • Grafx2, Pixelmator and Pixen (for graphics)
  • Audacity (for music)
  • GitHUB (to share the code)

BTW, I am a Brazilian that live in Hsinchu, Taiwan. I was following the list and didn’t find nobody from Taiwan. If you are from ROC and wanna gather, please leave a comment. :)

Alone in the Crane now for Android and iOS devices!

Posted by
Friday, January 6th, 2012 12:35 pm

We are happy to announce that our little LD 22 game – Alone in the Crane – was published to Android Market and App Store!
So now you can try:
Android version
iOS version (for iPhone, iPod and iPad)
Windows version
Mac version
and Online version
:)

And here we have some iTunes promocodes for iOS version for you:
KHR9P4PX3RFY
K9MWRLLMXKRH
LTKJM46T3E4X
XXH3A3YJAXLT
KPXWAYNLPMTP
NA4XKYLH376T
FFMWKPM6LJTN
KK96AHAPXW9A
3ETLFW37RJRE
3PPF7HX9YFXA
F4NTMMEPLXXP
FR7T4E49J44M
XLY9F766ARTK
J7TAPMYNT6NT
3KAR3TPJFNN7
EAWF6KN9YA3A
XN3M6JA7JNWF
APMP79EL9XWM
YKKMHPT7XYTF
ATHM7F7AMHF6
NL364AH6MPAY
JLLKLYNXWHMT
L7W7N9LKXA3R
EXKATMLPFLER
NN4K6MTL3YY7

Have fun!

I *think* I’m in…

Posted by
Friday, August 19th, 2011 11:16 am

…. it’s just that the GF dropped on me two days ago that she wanted to go up to f’ing Sacramento on Saturday for a birthday (I live in San Francisco). Besides this last minute annoyance, I’m excited about LD #21, but still haven’t quite figured out my plan. =)

I’m developing for iOS in Xcode 4. I’ll be using the terminal screenshot script that was posted today. I actually used it in the last Mini LD; and it works reasonably well, especially considering you don’t need to install any extra software, which is nice.

I have my own small library for iOS games, which is the accumulation of what I’ve learned until now. There are still some glaring holes, like that fact that I have no idea how to build/import any kind of map haha! But I’m sure I’ll figure something out. Last Mini LD, I figured out collision detection on my own.

Hmmm, since a lot of entries include photos and stuff, maybe I should do the same. I’m at work, so I won’t be taking pictures of my messy house, however, I started dicking around on some music last night, warming up for this weekend’s challenge (don’t worry! I won’t actually use it. And my “song” really sucks anyway, haha). So I included a few screenshots of that.

Wee!

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