If you read my recent posts you know I’ve been bringing Basalt to C++. The plan is to support both DirectX and OpenGL render API’s and OpenGLES for iOS devices. I’m tired of porting stuff so I want to make a better framework for future projects and I’ll leave the XNA branch for Xbox360 and [...]
Posted by David Amador under Game Development
People who follow me on twitter are probably aware, or maybe not: After 3 months tacking an iPhone port it was finally approved by Apple to the App store and it’s on sale today!!! Hypnotizing start… Buy buy buy…. On the count of 3 you will feel refreshed and happy for buying this awesome game… [...]
Posted by David Amador under Game Development
Since Windows Phone 7 doesn’t have multitask, at least for now, Microsoft implemented a Tombstone notion in WP7 apps. It’s basically a suspended state where you receive a notification that it’s going to suspend but there is no guarantee that it will resume, it might be terminated so you must treat this as an exit [...]
Posted by David Amador under Game Development
Finally and after several weeks locked inside Different Pixel “dungeon” making my engine compatible with iOS, namely with iPhone/iPod touch I submitted today my first App to the Apple Store. The binary didn’t reported any issues so as of 15 September 2010 it’s “Waiting For Review” I have mixed feelings about either it’s going to [...]
Posted by David Amador under Daily Things, Game Development
When loading an application on an iPhone or iPad, a launch image can be shown to provide feedback to the user that the application is loading. On the iPhone a Default.png was used, with the iPad we need to anticipate the device being started in any orientation. Filename Dimensions Default-Portrait.png * 768w x 1024h Default-PortraitUpsideDown.png [...]
Posted by David Amador under Game Development
This had me scratching my head for awhile. At first I thought that glGetRenderbufferParameterivOES would properly detect Retina screen at 960×640 but it keeps returning 480×320. A little explanation on Retina screen first. Older devices have 320×480 screen resolution. With new iPhone 4 and iPod Touch 4G the screen has 640×960 but on the same [...]
Posted by David Amador under Game Development
Even tough it’s not mandatory to support all screen orientations it’s always nice to support at least 2 of them. Let’s imagine your game is landscaped, by some reason the user may want to use either with the home button on the left or on the right. Most games support this, if you flip the [...]
Posted by David Amador under Game Development
It’s been awhile since I last updated this, I’ve have my hands full with Vizati IPhone. Ever since I got an IPod Touch 2G it was easier for Rita to get a sense of the screen size (although we knew to be 320×480) it’s different when you are testing on the real thing, text looks [...]
Posted by David Amador under Game Development
I decided to run a little poll to track what platforms do you target as a game developer. I think this should be interesting. Please share this post link or the direct link to the poll (http://twtpoll.com/dar51l) so that we can have more accurate results. The poll closes in about 6 days and you can [...]
Posted by David Amador under Game Development
I ran into this issue a couple hours ago working on the IPhone sdk: See the darker borders around the image? It’s a png image and that’s was supposed to be a gradient of alpha. So why am I getting this strange stuff around it? Well that’s because that alpha isn’t 0 or 1 or [...]
Posted by David Amador under Game Development
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