Surrounded by Death Postmortem

How it all started

The development of “Surrounded by Death” started with our passion for first person shooters and zombies! We always wanted to make some kind off mix between tower defence and the invasion of horrifying brain eating zombies. We from Wooglie were developing games on Unity for about half a year now and just recently set up our own gaming site. We read about this competition on the Unity3D forum and we thought it would be an excellent opportunity for us to create a cool game and win prizes with it! So we brainstormed on what to make for this competition. After a long brainstorming session we came to the idea of making a zombie invasion game. We called for help from the Verdun-Online team(which is also a project Wooglie is participating on) to assist us with the art and the sound. Leonidas, Stone Lion joined our team and we then consisted of a team of four enthusiastic developers to make an awesome game for Mac!
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Manuev’It! Postmortem

Avoid All Contact

The game I chose to work on for the 2008 uDevGames contest was one I’d had in my design notebook for awhile. I picked it because of its simple gameplay and simple graphics, making it something I felt was doable by the contest deadline.

The game idea involved maneuvering through levels of narrow, twisty passages, filled with static, animated and/or free-floating obstacles while trying to avoid contact with almost everything. Controlling your avatar would be accomplished by simply dragging it with the mouse, and gameplay would be at a methodical but hurried pace.
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Laserface Jones Postmortem

Background Info

After growing up wanting only to make videogames, and making a few small games with Pascal and later Hypercard in grade school, I released my first game for the uDevGames contest in 2004, called Kill Dr. Coté. It won the award for Best Gameplay, was a fan favorite, went on to be published by Freeverse, and got me my first job in the industry as a programmer.

Laserface Jones1

Since then, my output has been scarce. I quickly followed up with “Arachnoid: Predator of Worlds” in July 2005, but after that, working full time in the industry drained me and thwarted any progress on independent work. Several years passed, and during that time I first yearned for the energy to work on a project, and after that failed, I started to even doubt whether I would be capable of such a project and still keep myself fed. When I heard that uDevGames 2008 was starting, I figured it would be the best time to find out once and for all. While in 2004, my purpose was to prove my talent and ability to the world, this time around it would be to prove it to myself!
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iPhone App Marketing: What Works and What Doesn’t

Chris DeVore conducted a survey of iPhone App developers to learn what works and what doesn’t. He’s made the data available below for the benefit of everyone in our community.

Nearly 9,000 developers have shipped more than 27,000 iPhone apps through the App Store. A small (but well-publicized) minority have earned hundreds of thousands of dollars for their developers, but the vast majority enjoy a brief spike of downloads upon release and quickly fall off as other newly-released apps fill in behind them. With little ability to influence their position in the App Store, developers have started applying their considerable creativity to building and sustaining demand for their applications in other ways. Our survey captured the experiences of 35 published developers and shines a light on what’s working – and what’s not working – in the realm of iPhone application marketing.

In other iPhone news, Fizzy Software is looking for experienced industry veterans and recent college grads for the positions of Associate or Senior Web Engineers.

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Unity iPhone 1.0.2 Released

Unity iPhone 1.0.2 has been released and some of its highlights seem very impressive. The Mono runtime, and memory usage by textures and uncompressed audio have been reduced by about 50%, and they improved the script call optimizations significantly. This makes your games take less memory and run faster, while still looking and playing like the state of the art. New and improved splash screens were added — five splash screens are included in every built Xcode project (3 portait, 2 landscape). Unity iPhone audio playback has been significantly revamped, all significant memory leaks swatted, several low-level .NET things like threads and sockets have been made to work, and the scripting reference has been updated across the board.

Hello iPhone Developers

The Unofficial Apple Weblog (TUAW) has posted a short tutorial on creating an app on the iPhone. The ‘Hello’ app, which runs on the iPhone simulator, provides a simple introduction to Xcode. Over at TheAppleBlog they have an in-depth tutorial on creating a Navigation-based application in Xcode for the iPhone. Need more of a reason to program the iPhone? The San Francisco Chronicle has an article on newbies making apps for the iPhone.

Some are learning Cocoa, Xcode and Objective-C, the tools and languages necessary for iPhone development, while others are looking for contract designers to get their apps made. The iPhone, perhaps more than any other device, has sparked the imagination of non-developers, who see in it an idea waiting to take shape.

We’ve certainly seen an increase in requests for apps and coders in our forum, as well as over at iDevApps. Sites like eLance are also full of ads looking for iPhone developers. If you’d like to submit a tutorial on programming the iPhone or the Mac, please contact us.

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Objective Modula-2 for Cocoa

Objective Modula-2 is an extension to Modula-2 which follows the Objective-C object model, adopting the bracketed Objective-C message passing syntax derived from Smalltalk. Like Objective-C, Objective Modula-2 is a reflective, object oriented programming language with both static and dynamic typing. It is intended as a safer alternative to Objective-C for Cocoa, Cocoa Touch and GNUstep software development. It retains most of Modula-2’s features, most importantly data encapsulation via modules, explicit import lists, strong type checking and nested functions. Objective Modula-2 can be considered a safer programming language than Objective-C because its base language, Modula-2, is safer than Objective-C’s base language, C. Yet, it has all the capabilities of Objective-C. Classes written in Objective Modula-2 can be used within Objective-C and vice versa.

The Objective Modula-2 project is a non-profit volunteer effort. More information is available at the Objective Modula-2 home page. Modula-2 was developed by Professor Niklaus Wirth at the Swiss Federal Institute of Technology in Zurich (ETHZ). Prof. Wirth is well known for the programming language Pascal, the predecessor to Modula and Modula-2. More information on Modula-2 can be found at Wikipedia. Objective-C was originally developed by Brad Cox to combine the flexibility of Smalltalk with the execution speed of C. It is now the main application development language at Apple. More information on Objective-C can be found at ADC

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Develop for the iPhone or Android?

We might be a little Apple-platform centric here right? But what does Google’s Android offer developers? Infoworld compares the two smart phone SDKs in Neil McAllister’s article ‘SDK shoot-out: Android vs. iPhone.’

A smartphone that never expands beyond the capabilities that it shipped with is hardly worth the price. Smartphone vendors, like any OS vendor, must rely on healthy developer ecosystems to keep their platforms thriving and competitive. Apple has definitely succeeded in this area if the reports of big payoffs at the iPhone App Store are to be believed. Will Android be able to match that success?

Although written back in the Fall of 2008, its a nice little comparison, which covers obtaining the SDKs, tools that are used and market share potential.

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MDN Interviews Aaron Hillegass

MDN (Mac Developer Network) ‘Developer Lives’ series has an interesting audio interview with Aaron Hillegass of the Big Nerd Ranch. Aaron is author of the excellent text on Cocoa programming, ‘Cocoa Programming for Mac OS X’. We interviewed Aaron back in 2001, covering topics such as his roots at NeXT and the virtues of development on Mac OS X.

asmjit x86/x64 JIT Assembler for C++ Language

AsmJit is complete x86/x64 JIT Assembler for C++ language. It supports FPU, MMX, 3dNow, SSE, SSE2, SSE3 and SSE4 intrinsics, powerful compiler that helps to write portable functions for 32-bit (x86) and 64-bit (x64) architectures. AsmJit can be used to create functions at runtime that can be called from existing (but also generated) C/C++ code. AsmJit is crossplatform library that supports various compilers and operating systems. Currently only limitation is x86 (32-bit) or x64 (64-bit) processor. Currently tested operating systems are Windows (32 bit and 64 bit), Linux (32 bit and 64 bit) and MacOSX (32 bit).

Related Links

iDevGames Forum

iDevApps Forum