5Feb/100

Promo trailer by Mr Jack

3Feb/109

Video (almost) direct from the iPhone by Mr Jack

Video of your game is kinda of a must have promotional tool but unfortunately there is no simple, sensible way to capture video from the iPhone. The earlier videos I posted where taken on a digital camera - but the quality just isn't there, even with a tripod and I don't fancy forking out for a flashy camera just to do that. Another alternative is to run it in the simulator and use software which will capture video from the Mac screen, trouble is with a game like Alien Swing that uses a lot of accelerometer control that doesn't quite work either. Still, making video can't be that hard, can it?

So I saddled up with OpenCV, and started capturing the screen with glReadPixels. Hmm... there's two problems here. The first is that the iPhone port of OpenCV doesn't include the video codecs needed. Bah, problematic, but not that critical - I can capture the screen, write it to the iPhone's flash memory and then knock up a command line tool on the mac to convert from this raw data into a sensible video format. Which leaves problem number 2: it's slow. Really, painfully slow. glReadPixels will capture the screen just fine but it knocks the frame rate down to an unplayably slow speed.

The solution: delta compression. We're fortunate in that most of the time most of the screen is unchanging in Alien Swing, this means I only need to capture and store the changes from the last recorded frame and save them off - a process known in the trade as delta compression. So, after a fair bit of effort I have video recorded from the iPhone device with the game running at 60fps (except during screen transitions and when it saves the captured data off). As you can see from the video below, it's not quite there yet - I've a few glitches to iron out - but the video should give you a decent impression of how the game plays.

25Nov/090

Social gaming for the iPhone? by Mr Jack

Apple provide no system of friends, achievements, on-line leaderboards, etc. equivalent to those of XBLA, PSN, etc. Fortunately third party providers have picked up the ball on this one, unfortunately several different third party providers have picked up different balls and run in different directions. Of these the top three pretenders to the thrown seem to be Plus+, OpenFeint and ScoreLoop. Of the three, OpenFeint seems to have the biggest mindshare and offer the best package for developers.

Anyone had any experience of these? Either as a developer or a user? Thoughts?

19Nov/090

Using the real kit by Mr Jack

Yes, that's it running on a real iPod Touch. You can see a couple of other bits of progress too, although they won't look like much until I get some real art done. The background is using a test texture loaded from PNG using an .xml described texture page, and you can see the transition between two distinct screens going on - again these screens are described in .xml. That's the basic building blocks of a game, and now it's running on the real kit I can start tweaking it to feel right with the finger control and figure out some sensible level designs.

13Nov/090

Can you tell what it is yet? by Mr Jack

Okay, so it's not really a game yet, but no matter how many games you've written or worked on there's always a little touch of excitement when you first make something that actually behaves like it might someday be a game. The video you can see here is of it running in the simulator, and so it's mouse controlled but it should transfer straight over to touch control when we can start using the real hardware.