Archive for the 'Games' Category

iOS 6 Predictions

March 6th, 2012
Spencer Nielsen Follow snielsen42 on Twitter

It is always fun to try and guess what Apple is going to do next. You can guarantee that there will always be surprises and sure bets, letdowns and magical moments. The Apple rumor sites do a decent job of soliciting leaks, reading between the lines and making educated conjecture. As a developer, I often like to take a good look at where Apple’s technology is right now and make logical extrapolations as to where things are headed. Oftentimes, when Apple announces some new feature or technology it seems obvious in retrospect if we had only connected the dots. Based on 2011’s release schedule, it is a fair bet to say that Apple is going to announce iOS 6 at WWDC sometime this summer and distribute a developer beta. That means that in the coming months little trickles of information are going to get doled out to the rumor sites about what kind of changes and additions we can expect. Just for fun, I wanted to get my own predictions out in the open before any of that started. Here is my very developer-oriented prediction list of what we might be expecting in iOS 6.


UPDATE: WWDC and the iOS 6 beta have come and gone. Some of my predictions now have conclusions. You will notice however that most of the predictions have not yet been updated. That is because there is the potential for Apple to be keeping a few more surprises up their sleeve for the fall when iOS 6 goes GM. Inline below are the results so far.


UPDATE2: iOS 6 GM is here which means that the NDA has lifted! Check down below to see how well I did. (more…)

iOS Caster Now Has 60beat GamePad Support

January 6th, 2012
Spencer Nielsen Follow snielsen42 on Twitter

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

December 15th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

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. (more…)

Invader Zurp is on the App Store!

December 15th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

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!

Application-Specific Bullet Physics Optimization

December 13th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

In developing Cannonade and Invader Zurp I have invested a fair amount of time becoming familiar with the Bullet Physics Library and trying to milk every bit of performance out of it as I can. Realistic physics simulation plays a crucial part in both games and is also the performance bottleneck in the majority of gameplay scenarios with both. When trying to optimize for performance I generally see myself using two kinds of approaches. One is a higher level algorithmic approach that tries to see ways to create less work or avoid work in order to keep things going fast. Once I have nailed down as best I can, the minimum set of work that I really cannot avoid doing, then comes the work of getting down and dirty and speeding up the routines that actually do that work. When I initially approached the problem of speeding up Bullet, I first simply treated it as a black box (work that I wouldn’t be able to avoid) and explored what kinds of compiler configurations I could leverage to create the fastest possible execution of the physics simulation work. Later, after I had nailed down the gameplay mechanic for Invader Zurp I was able to start specifically attacking the set of physics simulation work needed for the game and whittled it down to a much smaller amount using some simplifications, accuracy compromises and psychology.

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Invader Zurp Progress

October 27th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

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.

iPod Touch Server: iOS 5.0 Edition

October 12th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

Achievement Unlocked: iOS 5 NDA

In a previous blog post I outlined my need for an iOS server. I had found a sufficient but non-optimal solution for iOS devices running iOS 4.X. I mentioned at the end of that article that I had found an optimal solution utilizing some new features in iOS 5. Now that iOS 5 has gone gold master and the NDA has been lifted I can outline in detail how to get your own iOS server up and running. To review, the three requirements for setting up a server in my situation are that it must:

  1. Be able to receive push notifications (so it can get it’s work)
  2. Have it’s display turned off (to save energy and avoid things like screen burn-in/fatigue)
  3. Require no human interaction (needs to be completely autonomous)

In the previous article I outlined why these were in conflict with each other on iOS 4 devices. However, there is some new functionality and behavior policies that allow all three requirements to be fulfilled.

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Caster for webOS

October 6th, 2011
Spencer Nielsen Follow snielsen42 on Twitter


Want to buy Caster for webOS? Click Here

Caster History

Much like Amit Singh and his Hanoimania, I regularly attempt to port my friend’s game Caster to as many platforms as I can. Because of some good language and API choices upfront (C++, OpenGL 1.X, SDL, etc…) the Caster codebase is very portable. That portability combined with its relatively humble (for these days) performance needs has lent the (currently still unified) codebase to easy porting. This multi-platform journey began many years ago before Caster was even released. Caster was still in early development when Mike approached me with the idea of maintaining a concurrent Mac build. At that time Macs had not yet moved over to x86 processors and so the most difficult part of the process was reverse engineering Valve’s Half-Life model format (which Caster uses for animated character models). The Half-Life model format was a binary, in-memory format utilizing offsets which meant that while loading it was quick and simple (just read it into memory, no processing whatsoever) it was unfortunately dependent on little-endian byte order to work. Other than that and a couple of other issues, the Mac port was really straightforward. So before release, Caster was solidly supported on both the Windows and Mac platforms. After release another guy helped out with the Linux port of Caster and so at that point we now had the major desktop operating systems covered. Over the years we added slightly different versions for the desktop platforms to adapt them to specific distribution avenues like Steam and the Mac App Store. The first port that required major reworking was iOS. That adventure was chronicled in my post Caster for iPhone: A Postmortem. Mike and I had the opportunity to give a presentation about what we learned at GDC Austin ’09. Later on as the Android and webOS mobile platforms took shape, I started to look into porting Caster to those platforms as well.

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Invader Zurp

September 12th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

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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Play MAME On Your iPad/iPhone Without Jailbreaking

July 25th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

 

 

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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