It’s been quite awhile since I last released a game for myself. The other night, I decided I would try to push out a game in 3 hours or less. The result is Maddie Bear in Space.
It’s available for iPhone, iPad, Kindle Fire, Android and Android TV and requires a simple touch or button tap interface. You collect as many moons as you can and avoid the spikes to gain a high score.
Yesterday, a tutorial I wrote for RayWenderlich.com was published called “How to Make Great App Store Screenshots” and it has gotten a great response. It’s probably been the most popular tutorial I’ve written for the site and that was only its first day.
I’m happy to announce that my latest mobile app game, “Maddie Bear’s Snack Time” is now released for iPhone, iPad, Android, Nook Tablets and Amazon Kindle Fire Tablets. Based off of the Maddie Bear book series, Maddie Bear’s Snack Time is a game where Maddie Bear tries to eat as many pieces of fruit as possible while avoiding all of the junk food. It’s an endless runner-style game that is very easy for young children to pick up.
For the past couple months, Daniel Williams and myself have teamed up to create a new game app called “The Phrase Game”. I’m happy to announce it’s now available for iOS, Amazon Kindle, Nook, and Android!
For the initial release, we created 50 puzzles to solve based on popular phrases and idioms. We just released a free bonus pack of 25 puzzles that are a little more challenging as well as an additional trophy. We’re hoping to continue releasing periodic updates that give players more puzzles and trophies.
Recently I teamed up with Daniel Williams, a fellow Corona SDK app developer, to create a new game called “Finding Hope”. I created the artwork and Daniel handled all of the coding.
You play as a teenager who needs to escape horrifying levels of gameplay as ceilings of spikes descend upon him. Swiping motions side-to-side control our hero as he tries to find the safe zone to stand before the spikes crush him.
It’s currently available for Android, iOS and Kindle Fire.
Creating the second installment of the Colin Turtle book series was much easier than creating the first book because I already knew the creative process and this time, I had new software to utilize. I had knowledge of the many tools available to use to create apps and I knew what I wanted to accomplish with the second book.
From the beginning, I knew I wanted to use the Kwik Photoshop plugin to create the book and Adobe Flash to draw the animations and illustrations. For the animations, I would use a sprite sheet creator, but I wasn’t sure if I would use Zwoptex, TexturePacker, Spriteloq, or SpriteHelper.
The deciding factor was being invited to alpha test Kwiksher’s new software that was being developed called “K2”. Not only was K2 adding a plethora of new features to its Kwik predecessor, but they were also working with Code and Web to create a K2 export function in the beta version TexturePacker Pro 3.0.0b10.
Having two great pieces of software working well together made it much easier to assemble the final project. In K2, you can select a layer, click the “Replace with Sprite Sheet” icon, then select the files TexturePacker created for you, and your animation is inserted in your book. It’s very easy to use and saves a ton of time trying to program sprite sheets in manually.
A few other features I used in K2 were the navigation menu, physics, external code insertion, and text highlighting. Clicking the Navigation Menu check box auto-generates an interface in which users can navigate your book through a series of thumbnail images. This is a nice addition, especially for users that want to navigate to a specific page without having to flip through the entire book.
The K2 physics feature allows developers to add gravity to pages of their books or even develop games directly in Photoshop. So if you’re looking for an easy way to create a game app, but don’t know where to get started, you can now use Kwik and Photoshop.
The external code feature can also help you develop games in Kwik. If you know your way around Lua coding and want to add your own code into a K2 project, you can now paste it in using the External Code option and choose where you want it to be inserted in the published file.
Floating Fun was the first eBook published using the K2 beta as well as the beta version of TexturePacker’s K2 exporter, without either of those pieces of software I would not have had the time or energy to create the book through an alternate method. Both K2 and TexturePacker saved me a lot of time and manual coding to create my book.