Archive for the 'iPad' Category

iOS Caster Now Has 60beat GamePad Support

Friday, January 6th, 2012

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. :) )

Zurp 1.0 Postmortem

Thursday, December 15th, 2011

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.

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Invader Zurp is on the App Store!

Thursday, December 15th, 2011

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!

Check out the gameplay trailer here:

Now Go Get It!

Invader Zurp Progress

Thursday, October 27th, 2011

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.

Startup Grind.app 1.3 (October Update)

Tuesday, October 18th, 2011

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!

Invader Zurp

Monday, September 12th, 2011

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“.

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Exploring Airplay Mirroring Internals

Saturday, August 20th, 2011

AirPlay Mirroring was without a doubt one of the coolest iOS 5 features announced to the public at the 2011 WWDC Keynote. This amazing technology allows you to display the screen of your iOS device on an Apple TV 2. At the moment, the only supported mirroring device is the iPad 2 and the receiving device is limited to only the Apple TV 2. Airplay Mirroring is the latest in a pedigree of Apple media streaming technologies. The previous entry in the family was Airplay Video and is a slightly different technology that allows specific content to be broadcast from a variety of iOS devices and iTunes to an Apple TV 2. The precursor to that technology was originally called AirTunes and is used to broadcast audio content from iOS devices and iTunes to the AirPort Express and Apple TV (either 1 or 2). One peculiar thing that people noted about AirPlay Video was that it was wide open and unencrypted! This was surprising in light of the fact that AirTunes was most definitely not. Because of AirPlay Video’s relatively easy hackability, there quickly sprang up all manner of apps for both Mac OS X and iOS which would act as an AirPlay Video consumer.

So my thought process went like thus:

  • AirTunes – Encrypted
  • AirPlay Video – Unencrypted
  • AirPlay Mirroring – ???

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Play MAME On Your iPad/iPhone Without Jailbreaking

Monday, July 25th, 2011

 

 

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.

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Cannonade 0.5.10 (Wall Street) is now seeded

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.

Achievement Brain Chemistry

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.

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