Touch Friends
"Touch Friends" is a puzzle game that a player touch blocks and remove them without collapsing other sedentary blocks. A player can get higher score if the player can touch blocks and clear the stage without collapsing blocks as soon as possible. A player can play this game with the photos of friends whom the player is following after integrating with Twitter. Of course, a player can play this game with the default blocks if the player do not integrate with Twitter. A player can play this game with the photos of friends who post tweets recently when the player wants to play with them. In this case, the player can check the number of count how many the player touch friends at the High Score menu. Also, the player can tweet the top 5 records into Twitter. Thus, the more a player tweets, the higher the ranking of the player in the friends' twitter raises.
- Four types of items
A player can get items during playing a game. If the player uses the items, the player can get more score and the degree of game difficulty can increase because some blocks can be added.
- Additional bonus scores about when the player touches friends who have high total count
The number of touching friends will be saved. A player can get additional bonus scores when the player touches friends who have high total count. The more a player plays this game, the higher scores the player can get.
Features
- Easy and addictive
- 15 unique levels
- Easy beginning level for the beginner
- Possible to play with the photos of Twitter friends(following friends)
- Possible to tweet the score of the game in the Twitter.
- The top 3 friends can have special blocks
Tip:
1. Just watch the shape of piled blocks and find the blocks that look not to shake other blocks. And then, just touch it carefully without touching others and you can remove it and get some scores.
2. You can remove other blocks even though the blocks don't move. Key point is that remove the blocks as soon as possible.
Our next version:
You should look forward to next version because you can save all of the record on the server and compare the score with your Twitter friends. Also you can see who touched me.
Browser Game – Blood Red
From the title of this game, you can imagine what sort of game this is. When you see the menu, you're going to think your thought is right. Blood Red is Flash-based Shooting game. Frankly the game play is not enough good to let me want to reach the ending. Game play is simple. You can move your character with A/D keys and control the cross hair with mouse. Click is shooting and S is reload and W is for changing weapon.
I just want to give good point in the game concept. The background based on RED color is giving us grotesque and the music makes us feel standing on the isle that has no U turn. But it still has some bugs, sometimes infinite reloading disturb your play. You can feel uncomfortable from slow walking and reloading. I know those are the part of the game play that is intended though.
http://www.fastgames.com/bloodred.html
How to prepare for using PASound of Cocos2d
If you want to use Sound Lib in Cocos2d, you can follow the below sequence.
1. Add cocos2dLib/experimental/sound-engine/*.* to project2. Add cocos2dLib/external/*.* to project3. remove external/Tremor/ivorbisfile_example.c4. remove external/Chipmunk/demo5. Add framework “OpenAL.framework”6. Add framework “AudioTollbox.framework”
How to Crop a Sprite on Cocos2d
At first add some code at cocos2d/support/Texture2D.m & h.
// Texture2D.m
// Addition on Texture 2D
// *****************************************************************************
// KK
// *****************************************************************************
//@note: here to enable drawing things like progress bars.
- (void) drawAtPoint:(CGPoint)point withScale: (CGPoint) scale
{
GLfloat coordinates[] = { 0.0f, _maxT * scale.y,
_maxS * scale.x, _maxT * scale.y,
0.0f, 0.0f,
_maxS *scale.x, 0.0f };
GLfloat width = (GLfloat)_width * _maxS * scale.x,
height = (GLfloat)_height * _maxT * scale.y;
GLfloat vertices[] = {point.x, point.y, 0.0f,
width + point.x, point.y, 0.0f,
point.x, height + point.y, 0.0f,
width + point.x, height + point.y, 0.0f };
glBindTexture(GL_TEXTURE_2D, _name);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
//@note: here to enable drawing things like stretchy bars.
- (void) drawAtPoint:(CGPoint)point withScaleStretch: (CGPoint) scale
{
GLfloat coordinates[] = { 0.0f, _maxT,
_maxS, _maxT,
0.0f, 0.0f,
_maxS, 0.0f };
GLfloat width = (GLfloat)_width * _maxS * scale.x,
height = (GLfloat)_height * _maxT * scale.y;
GLfloat vertices[] = { point.x, point.y, 0.0f,
width + point.x, point.y, 0.0f,
point.x, height + point.y, 0.0f,
width + point.x, height + point.y, 0.0f };
glBindTexture(GL_TEXTURE_2D, _name);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
And you should make your own interface. I'll make SpriteExt.m & h. Here is code
// SpriteExt.h
typedef enum _scaleMode
{
scalemode_crop,
scalemode_stretch,
} ScaleMode;
@interface SpriteExt: Sprite
{
CGPoint curScale;
ScaleMode scaleMode;
}
@property(readwrite, assign) CGPoint curScale;
@property(readwrite, assign) ScaleMode scaleMode;
@end
// SpriteExt.m
@implementation SpriteExt
@synthesize curScale, scaleMode;
-(id) init
{
if (![super init])
return nil;
curScale.x = curScale.y = 1;
scaleMode = scalemode_crop;
return self;
}
-(void) draw
{
if (curScale.x == 1 && curScale.y == 1)
{
[super draw];
return;
}
glEnableClientState( GL_VERTEX_ARRAY);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnable( GL_TEXTURE_2D);
glColor4ub( r, g, b, opacity);
if (scaleMode == scalemode_crop)
[texture drawAtPoint: CGPointZero withScale: curScale];
else
[texture drawAtPoint: CGPointZero withScaleStretch: curScale];
glColor4ub( 255, 255, 255, 255);
glDisable( GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
@end
This is not my code, but I can't find the original source. If you know that, just let us know. I can't find the reference site right now. Sorry for that.
-KK
-KK
How to draw filled Rectangle on Cocos2d
Using cocos2d, sometime you feel that fillRect is needed. On cocos2d/Primitived.h, you can find only the below
void drawPoint
void drawLine
void drawPoly
void drawCircle
So you should make your own functions based on OpenGL ES. Here is alternative of fillRect.
void drawSolidPoly( CGPoint *poli, int points, BOOL closePolygon )
{
glVertexPointer(2, GL_FLOAT, 0, poli);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLE_FAN , 0, points);
glDisableClientState(GL_VERTEX_ARRAY);
}
-KK
Will Wright on his entertainment startup, the Stupid Fun Club
Will Wright has conquered the game industry and is now moving on to bigger things. He made waves in April when he announced he was leaving Electronic Arts to start his own company, the Stupid Fun Club. Wright, who has made blockbuster games from SimCity to The Sims to Spore, was one of the key brains behind EA’s successful Maxis studio, which has sold billions of dollars worth of games. Wright’s last title, Spore, launched in September, 2008, and it hasn’t quite lived up to its hype. But it still generated millions of unit sales and is now going to be made into an animated movie. Wright is recognized as a creative genius who has a knack for figuring out what kind of entertainment appeals to the broader mass market. Eager to keep a piece of Wright’s golden touch, EA took a minority ownership stake in Wright’s new venture and it has the rights to publish games based on the startup’s creations.
Stupid Fun Club has three products in the works, including one that might make it out the door in the coming year. Wright says he is branching out beyond games to embrace other forms of entertainment, from toys to online web sites. He’s even scheduled to give a keynote speech at the upcoming Engage! Expo at the Toy Fairshow in New York in February. I spoke with Wright yesterday about his plans.
VB: How do you like getting out on your own?
WW: It’s fun. I’m able to work on projects that are much broader than I could at Electronic Arts.
VB: What have you said about them so far. Are they toy related?
WW: One of them is toy related. The others aren’t. We are looking at a lot of different industries. There’s the web. Toys. We’re not restricted to one type of entertainment. We’re kind of looking for ideas that cross a lot of different boundaries.
VB: Are you thinking of products like Webkinz, where there’s a plush toy and then a code to go to a web site?
WW: Every product that we are working on has a web component. The web is like the connective tissue in entertainment today.
VB: Why are you doing that talk at Toy Fair?
WW: I always wanted to go to Toy Fair and I never had a good excuse. Now that I’m broadening what I’m looking at, I can benefit from it. I am looking at play in general.
VB: So it’s good to be exposed to new kinds of industries?
WW: The opportunities are there when you get outside of one industry and see the creative possibilities between industries. The world is evolving and everyone is connecting in interesting ways now.
VB: Were you intrigued by Jordan Weisman’s new venture, Smith & Tinker, which is creating the Nanovor property that combines both web and toy experiences?
WW: Yes. We talked with Jordan Weisman before we structured this. Jordan is a great guy and he is pursuing something broadly similar in terms of cross-media entertainment.
VB: What are some examples of things you like now that point in this direction of a new kind of entertainment? I’ve mentioned Webkinz. What appeals to you?
WW: It’s interesting to look at media. I have my Tivo at home. I have my Amazon account. I download video on demand. At the same time, there are all of these huge interesting web communities forming around traditional properties. I am interested in the online communities around popular TV shows. The stuff the participants are doing is very extraordinary. The community around The Lost show on TV is one of my favorites. It’s awe inspiring.
VB: That makes me think about (MIT professor) Henry Jenkins’ book on “transmedia,” (content that crosses media boundaries) which he called Convergence Culture.
WW: You can call it a Remix Culture as well. Once something becomes digital and it’s on your computer, people want to play with it. It becomes malleable. They want to do fun things with it.
VB: So you might incorporate these things into what you’re doing in the future?
WW: In a lot of the products, yeah. I was always impressed that with the game industry, if you got a lot of people involved in the experience, how much effort the fans would put into it. You give them tools and they run with them. We want to take that model into other areas.
VB: How big are you guys getting at Stupid Fun Club?
WW: We are very small and will stay small. We are 12 people right now. I don’t ever want it to go above 30. We’re looking to partners to help develop games. We want to be more of an early design shop, doing research and development.
VB: I saw that Maxis cut back on its studio staff some. Did you have a chance to pick up former colleagues?
WW: Yes, a few. Just about everyone working here, with the exception of one or two, are people I have been working with for more than 10 years.
VB: The game people are the ones you need to have on board to get things done?
WW: But it’s not just game people. There are people here with film backgrounds and toy backgrounds.
VB: Seems like, in some ways, it’s a hard time to start something new because so many things are changing. How do you feel about your timing?
WW: The timing worked out really well. If you look back, companies tend to start investing in R&D ahead of a recovery. Since we are building things that won’t show up for a while, it’s good timing. It’s easy to find people to hire. It’s a very different feel when you are in early product development compared to crunch mode while you are finishing a big game. There are certain people who thrive in the early, creative environment. Some thrive when they have to finish a list of things that have to get done on a deadline. Very rarely do you find people who thrive on both ends of that cycle. We’re really focused on the front end of the cycle. The people I am hiring are those who really thrive in those open, creative environments. Then we will have a lot of people working at our partners.
VB: It sounds like a very different operation than Maxis.
WW: Yeah. It’s structurally different in how we are organizing it. It’s not the same economics. Electronic Arts came in as a minority investor and they’re funding our projects. They are an equity partner that doesn’t require any liquidity. If we took venture capital money, we would be asked about the exit opportunity. When would you sell out or do an IPO.
VB: How many projects will you do?
WW: Right now we are pursuing three pretty aggressively. We might get up to four or five. I want to stay pretty focused. We have a lot of ideas that we want to do. But it’s just three now. [Question for the reader: Does this weird app on the company's web site have anything to do with those games?]
VB: Do you feel you are looking back on the game industry, as something in your past, and do you have a take on it now?
WW: I feel we are still in it because a couple of projects are games. We are taking the games industry into other areas. We are expanding what we call the “play industry.” Games are limited in some ways. Play can be applied to so many different kinds of experiences.
VB: Do you think the future is more about Facebook games, or is more about console games?
WW: I think it is going to be a lot broader than either one of those two. Those are both experiences where you sit in front of the screen. They’re very structured activities. I’m thinking much broader than that.
VB: Is there anything that inspires these projects and your company?
WW: The projects come from all directions. But the work is more like IDEO and its product design process. Design crosses a wide array of fields. They get very fluent in a lot of fields. They learn a lot and then they apply it across industries and designs.
VB: So you set up that kind of environment and make people as creative as you can?
WW: Yes, you take a product design company and an entertainment company and put them together. What would that be like?
VB: How soon are you going to get something out the door?
WW: Our first product could be commercialized in six months to a year.
VB: That’s pretty fast.
WW: I have my fingers crossed.
- from VentureBeat
Big Flip Clock
APPLICATION DESCRIPTIONS
The distinctive feature of Big Flip Clock is the time displayed in big noticable characters. You might have been frustrated by the small clock displayed while listening to music on the dock speaker or recharging. Big Flip Clock will provide a big clock, vertical and horizontal, day and night.
Unlike conventional flip clocks, Big Flip Clock that are uniquely animated provides 5 Flip Themes. These features make Big Flip Clock suitable to be an interior item as well. Comparing with the normal clocks, Big Flip Clock is much more outstanding in its function and design.
Features include:
1. 24 hour mode
2. Show date mode
3. Prevent auto lock mode
4. Provide 5 Flip Themes include hourly theme
5. Hide status bar
6. Flip Animation
7. Portrait and Landscape mode
8. Display date
9. Just double tap the screen for the menu.
10. Snooze Alarm.
Check list for new game idea
Definitely if you can check some points of your game idea before starting designing it, you can avoid the failure. This is my check list to start making a game. As you know, idea for a game is really start of making a game. So for many developers, it's very hard to imagine the launched game of your idea in advance. But at least you should draw the image of the last stage of that. Then you can organize the whole thing of them. And the additional important thing is that you should assume how a user is supposed to play your game in order to reach the ending. It means that your game should have the strategy that a user can find easily.
This list is not perfect so I'll keep updating it.
Check List)
- What is the strategy that a user can think of ?
- What is the benefit for a user that has played longer ?
- What is the pleasure/fun for that ?
- What is a typical play to win the game ?
- Describe the last stage of this game
Attractiveness)
- Graphic : 1~5
- Game Play : 1~5
- Story : 1~5
- Innovation : 1~5
Problem)
- expected problem
- core part
So this is the example for my AI Wars
Check List)
- What is the strategy that a user can think of ? You produce units seeing incoming enemy units. .. just produce, not locate and additional command.
- What is the benefit for a user that has played longer ? The user who understand that which unit is more stronger against an enemy unit can play this game better.
- What is the pleasure/fun for that ? Seeing the attack of the enemy, you should produce proper units. This is the strategy.
- What is a typical play to win the game ? See and produce a unit.
- Describe the last stage of this game. More enemy units and more various combination of those.
Attractiveness)
- Graphic : 1
- Game Play : 4
- Story : 1
- Innovation : 2
Problem)
- Movement of a Unit (Unit AI)
- Specific Main Strategy
- Weapon and Unit Upgrade (do or not)
















