New readers games
Below is a list of new games that readers of this blog have created. As always it’s great to see what other people are doing. I strongly believe in supporting the community so check out the games below and most importantly of all, provide feedback. There is nothing more valuable than constructive feedback, it’s certainly how I learn and I’m sure the developers would love to hear your thoughts.
It’s not often a developer can get good feedback from another developer on their game, so your feedback can make all the difference.
Hex Reaction
Enjoy
Mike
16 Comments
beckero on November 8th, 2010
Congrats to all of them, it must be exciting to get into the app store for the first time, I’m looking forward for it. but now, let’s give a try to those games ;)
Dan on November 11th, 2010
Hmm… some okay games here. Hex reaction seems to be the most polished… But I have the feeling that the screen-shots could be better in some of the games, the ones from hover blast don’t explain much about the game and that was a turnoff… And I can’t emphasise enough how having a website (like how tower quest has one) even if its only one page, can influence a potential customer. Makes the developer seem more professional.
But anyway some cool games guys! Hope you make more in future!
I can’t wait to release Ballon… Just filling up levels at the mo! neeeeearly there!
Dan on November 11th, 2010
If anyone wants to check out my game so far you see it at: http://www.youtube.com/watch?v=Kg-OwjDUJjw
Still very much WIP, but hope to release soon… let me know what you think, and keep in mind I haven’t added most of the features yet… PEACE!
… just bought a copy of hex reaction. Nice game!
Dan on November 11th, 2010
Also mike, (sorry about the load of comments) i was wondering If I should add to the credits something like: “Game engine by mike daley/71squared” as apart from some tweaks to the image and particle engine classes, the base engine isn’t my code… I feel bad not giving you the credit!
Mike on November 11th, 2010
If you want to add a mention that would be great :0)
Mike
Dan on November 11th, 2010
Awesome! will do!
Nicolas Goles on November 15th, 2010
Hey guys, I’m the creator of Hex Reaction. Thank’s for trying it, there’s an update coming out this week :). I’m actually self funded and started out a 100% indie dev “company” if you can call it that way, hahaha
The best of luck to everyone, I tried several of those games and there’s some really good stuff there.
Cheers to everyone!
Alfred on November 28th, 2010
Hi everyone.
I’ve being playing with the SLQTSOR sourcecode and if in Tiled, in the Objects layer u fill a “big” room completely with tiles it actually crash with a EXC_BAD_ACCESS error.
I wonder why , anyone?
Congrats on the blog Mike
Alfred on November 28th, 2010
Hi everyone.
I’ve being playing with the SLQTSOR sourcecode and if in Tiled, in the Objects layer u fill a “big” room completely with tiles it actually crashes with a EXC_BAD_ACCESS error.
I wonder why , anyone?
Congrats on the blog Mike
Dan on November 28th, 2010
Alfred,
I’ve also encountered this problem making Ballon, and fixing the render method in the game scene(s) seems to fix this. It seems to have something to do with the iphone trying to render something to the screen which for some reason isn’t there.
Firstly, how many layers of tilemap are you rendering? if it is more than two, try placing the render code for the third and/or fourth layer after the call to the [sharedRenderManager renderImages] that comes after the tilemap rendering code. This MIGHT work… it has fixed multiple issues when it comes to tilemaps for me.
Also, does the scene crash instantly upon loading, or only when your character reaches the outer edges of the map?
Hope that above stuff helps!
Dan
Dan on November 28th, 2010
Alfred,
I’ve also encountered this problem making “Ballon”, and fixing the render method in the game scene(s) seems to fix this.
It seems to have something to do with the iphone trying to render something to the screen which for some reason isn’t there.
Firstly, how many layers of tilemap are you rendering? If it is more than two, try placing the render code for the third and/or fourth layer after the call to the [sharedRenderManager renderImages] that comes after the tilemap rendering code. This MIGHT work… it has fixed multiple issues when it comes to tilemaps for me.
Also, does the scene crash instantly upon loading, or only when your character reaches the outer edges of the map?
Hope that above stuff helps!
Dan
Alfred on November 29th, 2010
Dan,
I really appreciate your quick reply. Right now Im only rendering 2 layers but as u said I move my 2nd layer rendering after [shareRenderManager ..] and my little guy is runnig aroung the room happy as hell …
Still dont really understand why though. The weird thing is that only crashes in the real iphone and not in the simulator.
Anyway thank u very much Dan
Dan on November 29th, 2010
No problem Alfred!
mike on November 29th, 2010
Hi guys
One thing to check is that the kMax_Images value in the header of the ImageRenderManager class is large enough for your needs. If you are trying to render more than that number of images before you call renderImages, you will start to pick up garbage from memory and get the errors you were seeing. Calling renderImages clears our the render queue and keeps you below that limit hence the issues go away.
I hope that helps and let me know if you have any other problems.
Mike
Dan on January 18th, 2011
Hey mike, I’ve just released a little game called Epic Beard and I put you in the credits under “game engine by…” Just wondering where I should send you information for readers games?



Josh on November 8th, 2010
Hey Mike,
Thanks for posting. I was curious if you got my submission? (Sent around 10/22 or so) I know spam filters these days aren’t always that helpful.
Best regards,
Josh