Posts Tagged ‘cocos2d’

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 (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!!!

BulletTime #6 Leveldesign re-revisited

Thursday, December 2nd, 2010

And yet another gameplay from the same session…

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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Monkey Swipe v1.2 LIVE

Saturday, September 18th, 2010

Monkey Swipe v1.2 in developer backoficeToday (actually this night) our latest iteration of our iPhone game MonkeySwipe got approval and should be available in the Appstore any moment now. It’s a major update, containing not only a few minor bugfixes, but also a splendid 120 new levels bringing it to a total of 160 levels and some other great news we lowered the price to $0.99. We like to call that an absolute bargain, we also included a “Play Random Swipe” button (in paid version) that gives you any of the 160 levels for a quick play even if you didn’t unlock them before and haven’t reached that level yet. Levels are conveniently organized in 4 packs, easy, medium, hard and the classic (levels that were already in the older version of the game). So I would say check it out, it’s garanteed to bring you hours of good fun.

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!!


iPad demoing our game: Monkey Swipe

Monday, April 19th, 2010

Yes we have an iPad and yess we like it, especially for demoing our new game:

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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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