Overlooking autosize in Texture Packer

August 14th, 2011

So I’ve been using TexturePacker recently for my iphone game. It is a great tool and I would recommend it to everyone. However, I did run into an issue.

I took a break from coding my game for about 6 months and recently got back into it. Since then, a new version of texture packer was released. Everything seemed the same, but then I noticed that no matter what I did with anything made with the new version, my app would just crash with a SIGABRT error. No good. The code would work fine with the older spritesheets that was made in the past, but nothing new.
Read more…

Flex , ,

And I’ve made the jump…

January 12th, 2011

There is no denying that I really enjoy mobile dev. Time has not exactly been on my side in terms of it, but you cant say that the future is not in mobile devices (See the over 100 tablets at the recent CES event). And as much as I loved making my games for the palm pre, I cant help but be frustrated by a few key factors.

One, I do not like the developer tools. A lot of it has a rushed feeling to it and just does not give a solid feeling. If you want to make apps, use the unstable eclipse plug in…. or Ares… why not. If you want to make games using the PDK, use visual studio in windows or xcode on a mac. On top of that, there is a whole other SDK coming out to replace mojo. All of this makes it difficult to 1. easily develop apps or 2. Have a mature development community. It’s pretty annoying to run into a problem and not have anyone run into the same problem and no one really there to help out.

This being said, I have decided too make the jump to doing iPhone games. I know the market is already flooded with games for the iPhone, but with the matured community and tons of existing and proven frameworks, it is something I have enjoyed thus far. It has been a bit of a learning curve for me considering I havent done any objective C programming, but I am slowly learning.

Anyways, I want to try to keep up a daily blog of my learnings, goals for my game, etc.

Looking forward to more posts!

Flex

Word Jumble now available on the Palm App Catalog

May 25th, 2010

Word Jumble has now been released on the Palm App Catalog for both the Palm Pre and the Pixi. It definitely took a lot longer than I anticipated but the end result is a great looking and polished product.

From the product description

Word Jumble is a great and addictive game that will keep you coming back for more! Unscramble the jumbled words to reveal the secret keyword at the bottom. Over 5200+ possible words! Play against the clock or at your leisure. Think its too easy? You have 3 different times to test yourself against. Not sure what a word is? Use the hint feature to give you a hand. High scores for both Timed and Normal games!

Please feel free to leave some feedback, good or bad.

Thanks!

Palm Pre, Random Notes

Five or More released!

April 20th, 2010

Five of more is released!

Well that didnt take too long. I would like to do a few more updates (difficulty level settings, global high scores, etc) so hopefully that wont take too long to get those updates out the door. If you experience any problems with it, please email me at marcel@codeofdoom.com

Thanks!

Flex

Five or More finally submitted to the palm app catalog!

April 17th, 2010

I know I have been slacking on this (amongst other things like maintenance of the site) but I have finally gotten around to wrapping up my game that I made awhile ago for the Palm Pre. There were a few tweaks made to the game that some people were concerned with, so hopefully a lot more people will enjoy it.

I would like to add difficulty levels to the game in the future, as well as a ‘continue’ feature.

I will keep you posted once the app is approved or not.

Cya then!

Palm Pre, Random Notes