Here’s demo of the new 60beat GamePad with my friend Mike‘s game Caster HD. I added support to both Caster/Caster HD and the update has been submitted to the App Store for approval. It shouldn’t be too long before the update actually hits the App Store. (UPDATE: Both updates are now live on the App Store!)
In the video I demo the controls starting with the cursor. The Mac/Win/Linux version of Caster has game pad support for the in-game cursor and so it was easiest to just hook into that. You don’t need to worry about switching between touch and game pad controls. Caster has no on-screen control overlays and both control styles will work concurrently so you just plug in and go! No setting switch required.
After getting into the game I demonstrate the settings for the camera movement which is controlled by the right analog stick. The start button will pause the game and give you access to the options menu. There you can tweak the camera sensitivity and invert the axis if you want.
A lot of the other controls are doubled up so you can use whichever you prefer. The left analog stick or the directional pad control walking movement. Button 3 or R2 will jump. Button 4 or the R1 will fire. Buttons 1, 2 and L2 will rotate through the different weapons. By holding down L1 you initiate a dash when moving.
(While I’ve got you here, be sure to check out my new 3D physics shooter Invader Zurp if you haven’t already. It is a ton of fun and there is nothing else like in on the App Store. )
Last September I wrote a blog post introducing Invader Zurp which revealed a little of the back story on how I came upon this new game idea after it’s first 2 months in development. Fast forward to 3 months later and Invader Zurp had just hit the App Store! I thought it would be useful to sit down and review the last 5 months of development, kind of plan out where I want to go from here and go over the events and insights that I thought were most influential during development.
The Story So Far…
So to recap the original blog post a bit, it was the middle of the summer (2011) and I had been working my brains out on Cannonade for the previous 6 months. I was a little discouraged at that point because progress wasn’t coming quite as quickly as I had hoped. Reception from my testers (just friends and family at that point) hadn’t been as positive as I had wanted either. I still had a very clear vision of what I wanted Cannonade to be and still believed that there is a ton of untapped potential for multiplayer-only games on iOS. But there was only so much I that could do as a one-man team and testing a multiplayer game can be quite time consuming. I took the family on vacation in early July and was able to step away from things for a while. It was then that I got an idea for a single player experience that distilled the core gameplay mechanic of Cannonade down to it’s essence. Thus Invader Zurp was born. Within two weeks I had modularized the Cannonade game engine, re-written the graphics sub-system in OpenGL ES 2.0 and had a working prototype. And it was fun! I found myself on very long “testing” sessions playing even after I had verified my fixes. I seeded the first alpha version in early September and wrote the introductory blog post. Then began the journey of finishing the game and kicking the darn thing out the door.
Aright it’s here!Invader Zurp, the project I have worked so hard on for the last 5 months is now for sale on the App Store! I want to thank all my wonderful testers for all their time they put into playing it and even more for the thoughtful and productive feedback that they so lavishly furnished on me. I couldn’t have done it without you!
So I have these thoughts…a lot. No not that kind! I get these fun ideas for neat projects or crazy inventions as I am driving in the car, singing in the shower, lying in bed or even in the midst of coding. Really creative ideas that may or may not be realistically viable but worthy of entertaining nonetheless. I get really excited and start working it over in my mind. It feels like inspiration. Then something happens… Life resumes and I need to deal with the actual task at hand. No worry, it was such a compelling idea that I will surely remember it later when I have cycles to devote to it. And then I never think about it again. Or even worse, the next day rolls around and I all of the sudden remember that I did think of a cool idea the day before, but I can’t quite bring the memory into focus. Does any part of this sound familiar to you?
Write It Down
“No more!” I declared. Nothing gets remembered unless it is written down. Hmm, idea notebook? TextEdit file on the computer? I did the text file thing for a while but I kept forgetting that it was there or didn’t have access to it at the time. No worries… Evolution of the computer to the rescue! Transferred things to Notes.app on the iPhone. Not good. Too jumbled, un-organized, too much information presented in-general. I knew of the million and a half “getting things done”, task management, mind-mapping and brain organization apps/ecosystems out there. But I found most were too general for what I wanted and too heavy. Well, if you want something done…
Above is some footage from the current Invader Zurp alpha (apologies for the bad exposure). As you can see, things have come quite a ways since I released the first video! There are a lot more visual effects, 5 music tracks from Monte ‘Trance’ Emerson, a new gameplay mechanic, an in-game currency system and tons of other little advancements. I must say that I feel like things are progressing quite nicely! I still have a ways to go though and so I am going to continue cranking away with my head down until it is finished.
What are your thoughts on how development is going? Let me know in the comments. Also, a huge thank you to all of my testers who have given me invaluable feedback on all the builds thus far.
The Startup Grind is expanding! You may or may not have heard that we have recently opened up a Los Angeles chapter of the Startup Grind and to coincide with that we have added multiple chapter support to the Startup Grind.app! Now if you are a member of the Startup Grind LA your upcoming and past events should be visible when you log into the Startup Grind.app with your Meetup account. If you are a member of multiple chapters then you will be presented with a top level pane allowing you to switch between them at will.
As we open up more chapters of the Startup Grind you will be able to access all the information and interactive elements for the events for every new meetup that we get going. More awesome features are in the works so stay tuned!
So for those of you on my Cannonade TestFlight profile, you might have noticed that I havn’t seeded a build for about two months. I have a good explanation for this.
Lets rewind back to right after my last Cannonade seed build. I was on vacation at the time and had the opportunity to stand back from Cannonade and evaluate things from a different perspective. Sometimes I don’t think I seek out those opportunities to just sit and think as much as I should (just thinking sometimes makes me feel a bit lazy for not doing). At one family gathering I observed my older son playing Fruit Ninja on his aunt’s iPhone. I was aware of Fruit Ninja and knew that it was a definite App Store success. As I watched him play I thought to myself “That just one play mechanic. One. Repeated, millions of times over and over and over.” This is the typical MO of most games that are successful on the App Store. Simple, easy to pick up and well implemented with good production values. With Cannonade I am trying to break new ground on the App Store. I still believe that there could be a place for deep multi-player experiences on the App Store and I think that Cannonade is on the right track. But watching Fruit Ninja got me thinking. Did I have a single, fun gameplay mechanic that I could repeat millions of times? The core fun mechanic of Cannonade is “Knock Your Friend’s Castles Down.” Maybe I could modify that to just “Knock Castles Down.” Even knocking down dumb castles was fun in and of itself. Maybe I could repeat that experience millions of times and put out a more limitedly scoped single player experience? I decided that it would be a really fun exercise and that I would put Cannonade on hold for a few months while I brought this new single player game to market. I call it “Invader Zurp“.
The Startup Grind.app version 1.2 has been approved and is live on the App Store! This update features some substantial re-design and refinement. The biggest change has been a complete re-design of the “Questions” pane. Now you can down-vote questions that you don’t like, redundant questions or non-questions. If a question gets to a value of -2 or lower (the equivalent of three negative votes and one positive vote) then the question will no longer be displayed. Remember, you can submit questions to the speaker far in advance of the actual event if you want.
Try it out and let us know what you think of the changes.
As a partial follow up to my previous article “Play SNES Games On Your iPad Without Jailbreaking” I have now made a similar patch to the imame4all project which will allow it to build for non-jailbroken iOS devices. Everything appears to be in order except that I havn’t figured out a way to get the BTDaemon to run on a non-jailbroken device. This means that it can’t currently use Bluetooth controllers like the Wiimote. Digging into the btstack source it looks like you can configure it to talk with a BTDaemon process even if it is running on another machine like a Mac. I havn’t had time to fully investigate that yet though.
How To Get It Working Yourself
I have created a patch and script that will create everything for you automatically and set you up so that you can just build, run and go. Like the SNES-HD- patch before, you are going to need a current copy of Apple’s Developer Tools (tested with Xcode 3.2.6) and a copy of the iOS SDK (my changes assume the 4.3 SDK). You will need to be a paid iOS developer with Apple and have correctly configured your development machine and iOS device so that you can sign code and run said code on your device.
The Startup Grind.app version 1.1 has been approved and is live on the App Store! There are some cool new features in this update! Try them out and let us know what you think.
Info Pane
First, we have condensed a lot of information into a new “Info” pane:
The complete details about the speaker and event.
A map of where the event is being held (touch it to go look it up in the Maps application).
A sponsor banner so you know who to thank for your free pizza that night (Wanna be a sponsor? Email Us).
This pane is the new hub of every event and is the pane that you now start in.