Archive for the ‘box2d’ Category

Bullet Time (The End of The World Party) in Dutch App Store

Wednesday, October 5th, 2011

Screen shot 2011-10-05 at 8.48.05 AM

So the day after laucnh we’re at position 33 in Category Adventure in Dutch App Store (for iPhone rankings ), we’re now beyond the legendary “Another World” and hope to climb up a few places still. So that’s it basically, the game has entered the App Store  at the same date as we set the availability date. This hepled us a little I think because we were nicely in view when sorted on release date, this was the case on every platform. So on the iPad we were in the last 12 released apps (no specific category!) and also in iTunes in recently released iPhone /iPad adventure and action games. Also in the GameCenter section, which I never visited before (oops). So hope sales will go strong for a couple of days, we’ll see.

Oh yeah just in case you want to buy Bullet Time too, here is the link to the App Store:

http://itunes.apple.com/app/bullet-time-end-world-party/id428499308?ls=1&mt=8

Bullet Time got approved!

Wednesday, September 28th, 2011

bullettime_appstore_party

4 October, put it on your agenda people! Not only will Apple probably anounce their latest iteration of the iPhone at this beautiful day. But we at Appjuice.com will launch our spectaculair iPad-iPhone game: “Bullet Time (The End of The World Party) ”

After a small misunderstanding about our GameCenter implementation, we appealed for a re-evaluation of the game and with success, we quickly got approved to the App Store. The release date is set at 4 October and we hope you will have a good time playing it.

Bullet Time Pre Release trailer

Tuesday, September 6th, 2011

Today we shot our trailer, we decided to use pure “in-game” footage for this trailer so people realy get to see what to expect from this game. In order to shoot this video we hooked our iPad up to an HDMI monitor and filmed that monitor with an iPhone using our own Camlock app. We decided to stick to 4:3 aspect footage because of the aspect ratio of an iPad which matches that ratio. The footage is not as clear as screengrabbed from the iPad simulator on a Mac, but because our game controls rely on the accelerometer and multitouch (shooting and jumping at the same time) playing on the simulator doesn’t work out.

So here it is:

Bullet Time (The End Of The World Party), action packed iPad platformer

Friday, July 29th, 2011

bulletttime_titlescreen_ipad_small

So we are back on Bullet Time (again). Our wall is currenlty completely covered in printed paper with 300 scenes of our biggest production yet.

We have made some political decisions on this game too. We have adapted the code so it runs on iPad and we liked playing it on the iPad so much that we will be releasing Bullet Time as an iPad only game. Later on the game will probably

be an universal game so people are also able to run it on their iPhones and iPods too. Right now we are progressing full speed and hope to be releasing pretty soon, with level design being completed (more or less) it’s now on to sound and scenery design.

Here are some caps to see what you might encounter in the game.

bulletttime_meeting_stryder_inthe_desert_with_no_bullets_small

fig 1. Lonely meeting with Stryder, no ammo probably means you won’t make it alive to the next level


bulletttime_huge_amounts_of_medikits_and_ammunition_crates_small

fig 2. Don’t be fooled by the many pickups, this is not going to be easy.


bulletttime_jibberleg_awaits_you_small

fig 3.  You were just strolling around in  concrete jungle when you run into JibberLeg..


bulletttime_little_tanky_ipad_small

fig 4. Sometimes when your own firepower just wont cut it, you have to rely on little tanky..

Bullet Time (on with the show)

Saturday, May 21st, 2011

leveldesign_blog

So we’re level designing like there is no tomorrow (how appropriate), in this picture above you can see what our office-wall looks like right now. It’s covered with printed level schematics, nailed to the wall, so we are a bit able to keep track of the progress and also see in the blink of an eye (wel sort off) where which level is currently located in the game (and also by which name/id it goes). After purchasing 6.5 squaremetres of softboard we found out that we’re only half way yet ;-( So a lot of work needs to be done but we won’t give up on creating the most fatalistic game ever, oh no!!!

Bullet Time rerererererevisited!

Tuesday, March 8th, 2011

Right now we are more or less finished with our character design in terms of physic constellations, we are trying to skin these things and have enhanced our monster editor to become a full blown level editor. So with all the enemies more or less worked out it’s on to level design:

leveldesign

fig 1. Level design, in order to get to the pumpkin you have to walk
the” Chain of Stepping Stones

character_design

fig 2. Character design, watch out behind you, it’s an.  a .. oooh just watch out!

BulletTime #6 Leveldesign re-revisited

Thursday, December 2nd, 2010

And yet another gameplay from the same session…

BulletTime #5 Leveldesign revisited

Monday, November 29th, 2010

Another clip from the same session…

BulletTime #4 Leveldesign

Friday, November 26th, 2010

Showing of the latest efforts in leveldesign…

Monkey Swipe v1.3 approved and available on the App Store

Friday, November 19th, 2010

MonkeySwipe_update_appstore

Last night Apple approved of our latest Monkey Swipe iteration V1.3. We had it on hold (because you can) Apple calls this “Pending developer release” and today we flipped the switch to release it. So after a half hour of so the App was ready for the App Store, then it took an hour more for us to discover it in the Updates section in the App store on the iPhone. So it’s there, it’s free and it has Game Center support! We also put some effort  in to get the filesize of the binary under 20MB, this allows for download while not on a wifi connection. This is critical for a casual game to be installable anywhere, anytime.  So that’s been taken care of as well. Ladies and gentleman let the updating begin.