Posts Tagged ‘iPad’

Return of Space Barrage

Monday, December 9th, 2013

An arcade-style mobile version of Space Barrage is almost ready to go. Thanks to having a serious year of developing with my brother Brian we’ve settled on this project to hopefully launch a future in which we create many awesome games. My brother Sean also contributed a piece of music for the intense battle segments of the game.
Space Barrage Title
It’s not quite released yet, though. Right now, (more…)

iPad Adjustment

Monday, April 5th, 2010

iPad in hand playing Snowball

Shiny iPad in hand!

I was relieved and then excited to try my Snowball game on the iPad. First off, there were no show stopping problems when moving from the simulator to the hardware. Yes, there are some issues I’ll explain below, but it was completely playable.
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iPad

Monday, February 15th, 2010

Yes, it’s one more thing for me to work on while trying to release my game. Yes, it’s like a big iPod Touch. Yes, it doesn’t play Flash. Yes, I want one — at least, one.

As far as my game goes it’s actually inspiring some harder work on it. So far, making it run on the iPad incidentally caused me to clean up some crufty old code in the game (again). Plus, I want this thing out near the launch of the iPad to catch another wave of new users looking for something to try out. It’s a dream, anyway.

When people say it’s like a big iPod Touch I think they mean it as a derision sometimes. I don’t really get that. It’s like mocking a laptop for being a small desktop computer. The size is one of the chief benefits. It’s going to open up the masses to multitouch in a much more useful and natural way. It’s going to look stunning, too, with that high DPI screen as large as it is.

Modified Snowball in iPad Simulator


The whole lack of a Flash plug-in is a problem that is going to slowly become a boon for most people. Let me explain…

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