Archive for the 'iPhone' Category
Wednesday, July 20th, 2011
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. |
 |
(more…)
Posted in General, Hacking, Indie, iOS, iPhone, Marketing, Programming, Servers, Startup Grind, Startups, Web | No Comments »
Wednesday, June 22nd, 2011
So you’re successful right? How successful? Let us count the ways. Let us count them by ranking you against your peers with an Elo ranked leaderboard and achievements. Remember that your worth can now be quantified and compared, so be sure to push your numbers as high as you can. “Greed, for lack of a better word, is good”. Welcome to the Wall Street update.
Complete Changelist:
- Bumped engineCompatibility to 0.5.10. (this means all games previously created by versions <= 0.5.9 will be deleted)
- Fixed a bug with the friction attachements that was casuing divergence.
- Taking another initial stab at redoing the cluster picker menu.
- Initial stab at 2X UI for the iPad.
- Added in-game stats panes and leaderboards.
- Designed the profile page and got initial replay functionality implemented.
- Made some changes to speed up app initialization.
- Added more capability to the stat gathering functionality.
- Added “Judge” capability.
- Added all the server-side support for interacting with judges and passing judgement on games.
- Added more stats functionality and judge bug fixes.
- Refined convex sweeping to only be super aggressive when dealing with the (thin) terrain.
- Fixed some concurrent loading bugs.
- Fixed a sound loading bug.
- Added a pragma to skip the intro.
I described the initial set of achievements that I had come up with in a previous blog post. For this update these are the achievements that are actually implemented and currently earnable:
| Boot Camp |
Rookie’s Luck |
Start A Fight With A Total Stranger |
Keep Your Enemies Close… |
| Finish Him |
Good Game |
Battle Hardened |
Angry Zurps |
| The General |
The Old College Try |
Flawless Victory |
LOL HAX |
| Peashooter |
Moonshot |
Greased Pig |
Heh Heh, Fire!, Fire!, Fire! |
| Rainbow Roll |
Lucky 7s |
Sky High |
Going The Distance |
| Pacifist |
One Hit Wonder |
Jack Of All Trades |
Critical Hit |
| Epic Fail |
McDuck |
The National Debt |
All Your Base |
Alpha Testing List
Would you like to be one of the awesome alpha testers that help make Cannonade great? Send an email to: cannonade@aorensoftware.com and I will reply with instructions on how to get onto the Trac server, Testflight list and tester forums.
Posted in Achievements, Bugs, Cannonade, Debugging, Games, Graphics, Indie, iOS, iPad, iPhone, OpenGL, Programming, Video Games | No Comments »
Wednesday, June 15th, 2011

So my friend
Derek and I have this really cool event that we run called the
Startup Grind. It has been great to watch it blossom into a vibrant, well attended meetup over the past couple of months. The other day we sat down and talked about ways that we could add even more value to what we think is the best free startup event in silicon valley. One thing we wanted to try out was to see if there was some sort of technology solution that we could come up with to make the networking at our event even easier and more valuable. Thus the concept of the
Startup Grind app was born. First concept to
App Store submission was exactly three weeks to the day. Now that you can get it in your hands, let me give you a tour of it’s main features.
(more…)
Posted in General, Hacking, Indie, iOS, iPhone, Marketing, Programming, Servers, Startup Grind, Startups, Web | No Comments »
Saturday, June 4th, 2011
One crucial aspect of my game that I have been thinking of for a while has been that of in-game achievements. There is just something about the hormones that get secreted in your brain the first time that sound or notification goes off that hooks you like the first line. I have come up with an initial set of 40 achievements that I will hopefully have implemented by the next seed. Your challenge: tell me what you think in the comments below, let me know of any cool ideas you have for achievements and bonus points for anyone that can name all the movie, video game or cultural references below.
(more…)
Posted in Achievements, Cannonade, Computer Games, Game Center, Games, Indie, iOS, iPad, iPhone, Programming, Psychology, Video Games, Weaponry | No Comments »
Wednesday, June 1st, 2011
Did you know that bullets (and other quick moving objects) in video games sometimes exhibit magical properties if they move too fast? If they gain enough speed, sometimes they can even pass completely through other objects without leaving a scratch or affecting them at all! You might have seen this happen occasionally in games that have a lot of complicated physics simulation. Sometimes fast moving objects just seem to pass through the ground or other objects. Unfortunately this is not a desirable user experience and it quickly breaks the illusion the game is trying to convey. This phenomenon is called “tunneling” and game developers attempt to deal with it in a variety of different ways. I thought I would share my unique combination of techniques to deal with it that I used in Cannonade. I have not seen this specific combination of techniques explained or suggested anywhere and so I thought it might be beneficial to share what I have learned with others who might also be suffering from object tunneling woes. First lets explain how most modern game physics simulation works and investigate why this problem crops up.
(more…)
Posted in Bugs, Bullet3d, Cannonade, Computer Games, Debugging, Games, Graphics, Hacking, Indie, iOS, iPad, iPhone, Performance, Programming, Psychology, Video Games | 1 Comment »
Monday, May 23rd, 2011
I have decided to give names to all of my alpha updates going forward. I have chosen to follow a movie theme naming convention. I am therefore proud to announce the “Primer” update (Cannonade 0.5.9). Aptly named, this update finally adds the timeline scrubbing feature! This feature allows you to pause and restart the game at any point in the past by dragging the timeline slider and hitting the play button. Perforated glass doors quickly shut and you hear the low hum of time travel occurring in the background. Once the universe has temporally moved to your desired point the doors open and you can watch history repeat itself!
Complete Changelist:

- Bumped engineCompatibility to 0.5.9. (this means all games previously created by versions <= 0.5.8 will be deleted)
- Got the timeline scrubbing working!
- Added a neat glass door progress indicator when you jump through time.
- Moved auto-camera to only be active during opponent’s turns.
- Did a top to bottom redesign of the cluster menu
- Added basic OpenGL lighting to blocks.
- Added an initial pass of the intro sequence.
- Moved the castle picking view to one-quarter height up.
- Used glPolygonOffest to correct decal the friction splatter.
- Changed the editor so that it moves the camera to the half-height everytime the blocks change.
- Baked the current levels and fixed some bugs related to baking.
- Added history grabbing functionality.
- Fixed a lot of bugs related to observing various points in the timeline.
- Modified the project so that I could submit a dummy IPA to iTunes Connect so I can keep my identifier (I hope).
- Made a new Pad+Phone based experience.plist.
- Changed the level’s info format from a serliazed file to an NSDictionary/plist.
- TONS of changes aimed at making it easy to integrate art.
- Removed the individual block textures now that the atlas is working everywhere.
- Pulling demo/intro values into the experience.plist.
- Initial demo intro game type implementation.
- Added a dummy account loging pragma (LOGINASAORENTEST1).
- Minor tweaks.
Alpha Testing List
Would you like to be one of the awesome alpha testers that help make Cannonade great? Send an email to: cannonade@aorensoftware.com and I will reply with instructions on how to get onto the Trac server, Testflight list and tester forums.
Posted in Bugs, Cannonade, Debugging, Games, Graphics, Indie, iOS, iPad, iPhone, OpenGL, Programming, Video Games | 2 Comments »
Monday, May 9th, 2011
The focus of this update is the new in-game tutorial! Now when you first launch Cannonade if you have never run through the tutorial it will prompt you to do so. The tutorial level is meant to teach new players how to use the battle interface and get them some target practice with the fundamentals. Give it a whirl and let me know what you think!
Complete Changelist:
- Bumped engineCompatibility to 0.5.8. (this means all games previously created by versions <= 0.5.7 will be deleted)
- Initial implementation of the tutorial game type and level.
- Made some menu refinements and added a “Wiki/File A Bug” menu option.
- Made it so that you are prompted to run through the tutorial if you havn’t before on that device.
- A few quick menu sound effects.
- Added detailed statistics gathering.
- Fixed lots of little simulation execution bugs.
- Tons of leak hunting.
- Added friends info to the game server packets and cleaned up the server code a bit.
Alpha Testing List
Would you like to be one of the awesome alpha testers that help make Cannonade great? Send an email to: cannonade@aorensoftware.com and I will reply with instructions on how to get onto the Trac server, Testflight list and tester forums.
Posted in Bugs, Bullet3d, Cannonade, Debugging, Game Center, Games, Graphics, Indie, iOS, iPad, iPhone, OpenGL, Programming, Psychology, Video Games | No Comments »
Friday, May 6th, 2011
For the past week I have been working on creating a gameplay tutorial mode for Cannonade. I am pretty pleased with how it has come out! There are still enhancements to be made and polish to be applied but I think it is good enough to put into the next seed. It is meant to explain the interface and get you some basic gameplay practice before you go up against real people online. It reveals the interface step by step, explains how you use it and lets you get some hands on experience with each concept as it is introduced. If you have never completed the tutorial before then it is the first thing that runs when you launch Cannonade. Previously the only way to figure out how to play was to just press buttons and experiment around after you had already entered a game with a real person. Hopefully by adding the tutorial I can help teach people about how to play the game before they play for reals.
Posted in Cannonade, Games, Indie, iOS, iPad, iPhone, Programming, Video Games | No Comments »
Monday, April 25th, 2011
The two most note worthy changes in this build are SPEED and WEAPONS! After spending two days on physics performance optimization and a week and a half on graphics performance optimization Cannonade now runs a lot faster on both the iPhone and the iPad! There are still speed gains to be had but the framerate difference is like night and day. Thanks to your voting, in this build we also have the debut of the Gravity Bomb, Fire Bomb and Friction Bomb weapons. They still need to be tweaked and balanced but they are still fun to play with. Give them a shot!
Complete Changelist:
- Bumped engineCompatibility to 0.5.7. (this means all games previously created by versions <= 0.5.6 will be deleted)
- Did a lot more investigation into physics performance. Content with how much I have for now.
- A HUGE graphics performance related commit.
- Added the Gravity Bomb, Fire Bomb and Friction Bomb weapons.
- Added powerSlider tuning buttons
- Added a block override fade timer
- Added all sorts of neat effects to the gravity, fire and friction bombs.
- Added a new lava island level to design around the !FOGENABLED and NONBLENDEDLAVA speedups.
- Initial “connection-less” Game Center implementation. Initial support for key-based communication (added libcrypto.a)
- Added a label toggle button in game and removed the reticle label fade.
- Reworked the visual styling of the shootMenu.
- Abandoned scrolling on weaponScrollView because UIScrollView is too buggy.
- Added BlockAttachements.
- Added CANNON_IMPACT and BLOCK_POOF emitter types.
- Tweaked Gravity Bomb effects.
- Removed old levels.
- Fixed a bug where resetCollisionFilters was not being called (killed replay).
- Extended ASGlassButton to handle corners.
- Fixed some ASGlassButton issues that were causing uneccessary redraw.
- Added a biased decal shape as a hack until http://aorensoftware.dyndns.org:8000/TRAC/ticket/145 gets fixed.
- Refined convex sweep tunnel protection even further.
- Added convex sweep querying to block movements as well.
- Added LOCALMODELVIEW so that we don’t stall OpenGL everytime we need to read/update the camera matrix.
- Added more benchmarking oriented functionality and updated libbullet.a.
- Tweaked build settings and switched compilers to llvm-gcc4.2.
- Fixed the editor back into working shape.
- Fixed cull and texture state for projectiles until they get their real objects.
- Fixed big in terrain removal code that was smashing memory.
- Fixed some block label override bugs.
- Fixed key loading.
- Fixed projectile state dirtying.
- Added an in-game fps counter.
- Added server games auditing to the ADMIN_MENU.
- Checks first before copying into history now.
- Misc bug fixes.
Alpha Testing List
Would you like to be one of the awesome alpha testers that help make Cannonade great? Send an email to: cannonade@aorensoftware.com and I will reply with instructions on how to get onto the Trac server, Testflight list and tester forums.
Posted in Bugs, Bullet3d, Cannonade, Debugging, Game Center, Games, Graphics, Indie, iOS, iPad, iPhone, OpenGL, Performance, Programming, Video Games | No Comments »
Friday, April 22nd, 2011
For the past month or two I have been lightly seeding to Cannonade to testers. I have gotten the strong impression that the “fun” of my game was unfortunately getting lost in the low framerate. There is a certain reaction in the human brain that I am trying to evoke by making the blocks explode and collapse in physically realistic ways. However, when the framerate is too low the perception of motion is lost and so is my core game mechanic. I first spent a lot of time optimizing the execution of the Bullet physics engine and found a significant speed increase by tweaking compiler settings. I found that the execution of the physics simulation on iOS devices was very strongly locked to CPU performance. Now the time had come to start attacking the performance of the graphics engine. I was hopeful that I would be able to find even more significant speedups in this area because the graphics engine was custom written by myself and I could also employ device specific optimizations to take advantage of specific strengths or avoid specific weaknesses. Many of the techniques I tried out were nothing that hasn’t already been done before but I thought it would be worthwhile to document my experiences executing them in my specific situation. These are the results of a week and a half of aggressive performance benchmarking, exploration and experimentation. It goes without saying that my results are very data set specific and so they could perform better, worse or the same when applied to a different iOS app.
(more…)
Posted in Bullet3d, Cannonade, Caster, CoreGraphics, Debugging, Games, Graphics, iOS, iPad, iPhone, OpenGL, Performance, Programming | 1 Comment »