Archive for the ‘box2d’ Category

Bullet Time #3

Monday, November 15th, 2010

A new day, a new alien, meet AlienSnake

fig 1. The AlienSnake in full action

Bullet Time #2

Friday, November 12th, 2010

This is a second Bullet Time post, currently after some interruptions we’re back at the game (literally) and we made a small clip demoing BulletTime on our iPad. You can watch the footage below via Youtube. Right now the basic engine is there only thing lacking is levels, levels and more levels and we still need more alien characters to make the life of our Hero a true misery (that might not be a problem). The funny part is that we create all of the game sprites in the Brushes app on iPad. We are trying to achieve a bit of a painterish look. In the demo there are still some vector sprites (basically from monkey swipe our previous title ) but if you look at the movie intro that should give you a clue of what look we’re after.

Screen shot 2010-11-12 at 2.22.09 PM
fig 1. Texturing and testing a new monster creation in game.


fig 2. Youtube movie of the Bullet Time demo.

If you want to know about how we technically do it, you can read about it in the more section….

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BULLET TIME®

Thursday, November 4th, 2010

titleScreensmall
So yes we are working on a new game. It’s a sort of a platformer but also a role playing game. You play the role of a hooded hero (no Robin). A hero without a chance that is, because the world is lost and so are you. But hey CHEER UP, you have something to life for! It’s the “End of the World Party”, you are invited, you have a ticket and the only problem is: the party is levels away and the road is filled to the brim with creatures who would rather light you up and see you smoke and eating slime and all then see you get the chicks. So without any over-ambitious tasks at hand you can fully concentrate on shooting that alien scumbags to smithereens in the menatime navigating your way to this party. Of course you have to stash yourself with any pickups you can find, medikits, crates full of ammo and of course, the latest invention in alien-combat toolery, BULLET TIME®. With BULLET TIME® you have a lot more precision in your actions, BULLET TIME® only lasts for 3 seconds so you have to be very careful when and how to use it. Oh yeah, we are also adding a camera button during BULLET TIME® so you can make screenshots of the hairy situations you will end up in and let your family, back at home, know you’re doing fine.

Oh yeah you can watch the sort of teaser here:

What’s up, any new iPhone apps ?

Thursday, July 15th, 2010

Well not yet, right now we are experimenting with the NyARToolkit for iPhone, it’s big fun:

What are we gonna do with this technology? We don’t know yet, right now we are evaluating what we can and can’t do with this stuff and perhaps something creative will come out. Most likely something in the category “Entertainment”.

But there is more, we are currently working on a major Monkey Swipe update, thanks to some publicity lately we are back in top 25 in category puzzle games in Holland. That is nice  too. So what will this update consist of, three more level packs all for the same In App purchase, much more free content and last but not least we might do something with the price. Also the levels will be more versatile thanks to Johan who implemented some more box2d stuff, what does this mean to you they Monkey Swipe player? Mucb more fun, even weirder constructions, swings, enemy clusters and much more gameplay, oh yeah!

See you soon in an App Store near you!

Btw we’ve also updated our website, you are now able to completely passively absorb all necessary info! It’s video….

Monkey Swipe, generating a buzz

Thursday, April 29th, 2010

Yep that’s what we try to do anyways, we have created a Monkey Swipe webpage here. This site is supposed to support our game, it allowes people to give feedback on our game, app reviewers to request a free game and it’s a showcase of what to expect, we also created a presspack with logo’s and game artwork and some kind of descriptive text, you can download it here. On top of that, today we changed our game studio in a little Hollywood by filming Appjuicer Johan while playing our game, it’s a demo that should get you folks all enthousiastic and stuff, so go buy it and check it out!!


Fullscreen is in the appstore!

Monday, March 22nd, 2010

BeetleBeat splashscreen
Download from the Appstore here
Oh yes!! Even while I (or cocos2d for that matter) made a small mistake on the UIRequiredDeviceCapabilities Info.plist variable, known issue: 769
http://code.google.com/p/cocos2d-iphone/issues/detail?id=769 in cocos2d  0.99
I had the same issue/made the same mistake and also got rejected by Apple because of this: “Only specify the required hardware functions don’t mention the ones that aren’t required by your app.”

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App Store submission

Tuesday, March 9th, 2010

Yesterday we submitted our first game in the app store, you never know how long it’s gonna take before approval (if you get one), so we are now impatiently waiting and it already seems like forever! In the meantime, because just sitting still doesn’t speed things up psychologically, I’ve created a little teaser vid:

app iconAnd a support website that’s not yet finished but already open for public display, hooray!

So that’s that, now for some technical background, the game idea is a totally 100 percent copy of the flash version, but it’s totally rebuild in cocos2d for iPhone framework and the box2d physics engine. That’s basically objective-C en C mixed, a little tough at first for me but you get the hang of it when you see the progress of the game. The whole port took me basically a week and all the extra stuff, using spritesheets for the character animation, menu + credits implementation another week. That was including learning the cocos2d stuff, which by the way is a great framework with pretty good performance (via OPENGL). Even on the old (2G) iphone the app appears to be more responsive than the flash-version @ a fast pc.

Another day, another game “Beat the Beetle”

Thursday, February 11th, 2010

To summarize a lot of words, we have released another casual game, called: Beat the Beetle.

It’s a pong like game, which unlike pong, has a gravity element to deal with. People who found the previous game too challenging will love this one, you can play it with just one finger, using the spacebar to jump and bounce/block ball (beetle). Anyways “an Elvis man should love it….”
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Monkey Swipe, first game on MochiMedia.com (and 30.000 portals)

Saturday, February 6th, 2010

Yes today we pushed our first game on the Mochimedia platform, and yes the same day tonight (all credits to Mochimedia) it was approved and pushed to the many portals Mochimedia can reach. This Mochimedia.com appears to be the platform for gamedevelopers. You can manage everything online and a few hours later everything is up and running, smoothly…

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Box2d Experiments

Friday, January 22nd, 2010

This week we did some experiments with the AS3 port of the box2d physics engine. I read some complaints online about the awkward API of this engine, but I personally think its a work of art. We are in the process of developing turn based multiplayer games and an engine like this will offer us a very nice strategy for latency masking. (by passing b2Vec data to update the server model and finishing with a final handshake after b2Bodies have gone to sleep). This week we tried to use box2d in our normal MVC routine. These were our goals:
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