Archive for July, 2010

A (rough) AppUp porting guide

Saturday, July 31st, 2010

One of the items on my seemingly infinite TODO list is to write an article about how to port an iPhone game to AppUp. Another item is to rework my blog layout and list all the actually useful content written here. I’ve yet to do either, but I think I have here a good compromise for the 1st.

I do a-lot of emailing, and this past week I had a chat with a fellow developer who wanted some advice on porting his game. I sometimes forget about the hours of work that went in to figuring out the the right combination of Unix tools, Windows tools, cross platform libraries, and how to smash them together until they make something that actually works. So I sent him a very to the point list of things that I do.

Sometime after that, I realized I should just post that e-mail.


Towlr at “N Design” Exhibit

Wednesday, July 21st, 2010

Towlr recently frustrated attendees at “N Design”, an art-game exhibit in Curitiba, Brazil. Very cool!

Here are some photos of the event.

On your left, take note of the bright eye burning red

Descriptions floating on the wall -- Very classy

Several other favorites were at the event, included a Rohrer game, a Terry Cavanagh game, and of course, Braid.

More details can be found here.

Porting to Palm Journal/Article

Wednesday, July 14th, 2010

Somewhere on my agenda is writing up some articles on how to port from iPhone to some of the other cool platforms out there (PC/AppUp, Palm, etc). I’m always rather busy though, when I finish one thing I’m often on to the next one.

I have numerous developer friends I regularly chat with on IRC, Forums and e-mail, since we tend to be doing the same things with our games (porting, marketing, etc). I promised Phil both that doing a Palm port would be easy, and that I’d give him some pointers on doing it. So I scribbled down a whole bunch of tips and notes for him while he worked. Two and a half days later he submitted his binary to Palm.

During that process though, he did a good thing. He decided to journal it. So here’s Phil’s Palm porting journal, along with some of the notes I gave him.

Not covered in much detail is the core port. Phil and I both started our iPhone adventures by simultaneously making a PC SDL+OpenGL version (Me on Windows, Phil on Linux) in addition to the iPhone version. The first step to any of the above will be to get your game working on your PC with SDL. Then it’s a matter of making only a few minor additions to your SDL+GL code, and using your OpenGL ES rendering branch. For those not already aware, the difference between OpenGL ES 1.1 and desktop OpenGL 1.x is that Desktop OpenGL has a few functions without F’s in the name (so do an #ifdef). Also, prefer OpenGL ES, since Desktop OpenGL has extra functions not found in OpenGL ES.

Anyways, it’s not a full howto guide, but some useful pointers. More than I have time to write at the moment. 😉

I’ll make a post with the transcript of my notes soon. Since it was for private use, I need to double check I didn’t include any “under NDA” information in it.

A quick hello

Sunday, July 11th, 2010

Not much to say… okay, maybe there is, but I don’t want dwell on it.

A random work in progress shot, showing the result of terrain generation, and an imported 3D model. No, this isn’t a game, just showing that I’m working with some 3D stuff right now.

The dead red eyes of Blender's stock monkey-head

I’m back working on some Smiles stuff again right now, which I’ll post about in the coming days as I finish. Plus, Ludum Dare 18 is next month, so I have some work to do there as well.

Busy busy.