It’s been 5 months and I am still anxiously awaiting the release or for that matter just a title of the new/still in development iPhone game from Mike Tucker (mike-tucker.com << must see).
There isn’t much information besides what you can see in the videos below. Hard to describe, space invaders like with uber-retro multitouch interface. That has probably told you nothing so you better hit play on the three videos embedded below.
Made with openFrameworks.
- RetroScreen [iPhone, iPad] Created by Mike Tucker and published by CreativeApplications.Net, RetroScreen is an interactive incarnation of the older generation screensavers now designed for the iPad / iPhone and iPod Touch. If you can recall the days of endlessly starring at your PC/Mac screen watching the 'amazing' graphics and miss the innocence of 90's computing platforms, you can now indulge your nostalgia with RetroScreen. RetroScreen is a collaboration between CAN and Mike bringing you not one but five different modes in RetroScreen, each taking full advantage of multitouch. The first mode includes a deforming curve, second a polygon, third just points, fourth a filled shape and last but not least a line revolving around the centre of the screen. All modes include ability to add additional points resulting in visually stunning output. Controls: • Tap and drag to control a point. • Double tap to delete a point. • Double tap anywhere else to add a new point.. • And don't forget, you can take screenshots in any app by clicking Home and the Sleep/Wake button at the same time. Made with openFrameworks, an open source C++ toolkit. ..a CreativeApplications.Net application. By purchasing RetroScreen you are also supporting CreativeApplications.Net and we would like to thank […]
- Halcyon [iPad, Games, oF] – Preview Created by Zach Gage, Halcyon is the new iPad game from the creator of synthPond, Sonic Wire Sculptor, Lose/Lose, Bit Pilot and Unify, games and apps we loved on CAN. Halcyon is the result of months of Zach trying to figure out what would make a good iPad game. Although it took a lot longer than expected, Zach says it was about getting used to what the iPad was as an object, and how it was comfortable to use. I asked Zach few questions about his new game: FV: What was the inspiration behind Halcyon? ZG: One way to look at Halcyon is that it's what Unify would be if it had been developed for the iPad instead of the iPhone. Unify looked at what could be done in a casual puzzle game with multitouch, and that resulted in managing two pieces at the same time. Halcyon builds on that and says, "okay, we have a much larger screen now, what if instead of managing two pieces, we manage and entire system of possibly more than 100 pieces?". FV: How did you achieving this? ZG: I borrowed management systems of drawing lines like in Flight Control, but reduced them to the simplicity of control in a game like Tetris. In Flight control you have to manage pixel perfect collisions, meaning a plane can be in hundreds of thousands of unique positions. Tetris (and other similar puzzle games) work so well because a piece can be in one of only a few unique positions on one axis. In Halcyon pieces can only be in up to 9 positions on the vertical axis, so instead of making dozens of tiny tweaks to individual objects, the player has to make one tweak to dozens of objects. This puts the emphasis on understanding the system as a whole. FV: How would you describe the game? ZG: You take on the role of the Halcyon- a greek mythological bird that calmed the wind and seas during the winter solstice. You play as a conductor, untangling and calming systems of currents. To make this work, I decided that I wanted the game field to be extremely minimal and function as both a stringed instrument and a playing field. This meant removing any heads up display entirely (although there is one in the screens below because it's endless mode, there isn't one in the normal game). FV: You also refer to it "as a marriage of a generative musical instrument and a game"? ZG: As you play the game (or if you watch the video), all of the sounds are generated based on a chord. Each string has notes that relate to that chord and are strummed whenever you touch or when a piece moves up or down them. The background music is generated based on that chord whenever new pieces appear in the playing field (this is why the music speeds up or slows down when the field gets heavier or lighter with pieces). Additionally, as you start to do worse and pieces get closer to collisions, the chord shifts to a minor version of that chord, and than and even more minor one, subtlety changing the entire system and all the notes you are playing. This constant shift and unshift creates a very dynamic soundscape. FV: Tell us a little about the levels, modes, etc.. ZG: Halcyon will have 36 levels when I release it, along with two endless modes (Aggression and Harmony). These endless modes are very different than the ones in Unify or other puzzle games though. Aggression and Harmony are named for the type of AI that governs the experience. In both, the AI watches how you behave in the game and judges your skill level. In Aggression, the AI makes the game increasingly more difficult, attempting to push you to a place out of your skill level where you will lose. In Harmony, the AI attempts to keep you engaged by incrementing the difficulty, but also tries very hard to keep you from losing. Thanks Zach. The game has been submitted to this years IGF and we hope available in the AppStore soon is now available in the AppStore. Zach Gage is a designer, programmer, and conceptual artist from New York City. Inspiring thought and discussion by broaching serious topics with humor, his work explores the increasingly blurring line between the physical and the digital. http://stfj.net/ Platform: iPad Version: 1.0 Cost: $3.99 Developer: Zach […]
- Rotorumpus [iPhone] Rotorumpus is a 3D puzzler where you navigate a three dimensional environment to join a "package" with "dispenser port" box. You can only move objects in straight lines, ieÂ horizontallyÂ andÂ vertically, repositioning your package box to finally reach the dispenser. Double tapping onto a nearby illuminated box in grid alignment will reposition your package whilst at the same time you need to carefully plan your moves to Â avoid dead ends. Rotorumpus appears simple at first sight where the next move is suggested by a illuminated box you will soon find that as you progress levels more boxes become illuminated suggesting possible all possible moves but at the same time making the task more difficult. Knowing which route to take can be difficult at times especially considering this is a three dimensional space you are in and navigating your view points and understanding your environment plays an integral part to you solving the puzzle. With many boxes laid out this task can be maybe slightly tooÂ difficultÂ and you may find yourself endlessly moving your package aroundÂ repeatedlyÂ thinking you have taken that route before until suddenly you find yourself in front of the dispenser unit thinking "how did I get here, nice!". Rotorumpus really makes nice use of touch interfaceÂ but we can't help to think that there should be some form of trail left of your previous movements so you can evaluate what you may be doing wrong. Instead, you may feel a little lost, taking a guess where to move next. Â The game comes with 4 stages and 20 levels and after a half hour of playing we have found ourselves at the start of level 3. Level 1 and Level 2 are quite easy to get through once you know what you need to do but we do expect 3 and 4 to get a lot harder. Level three includes boxes with bombs which you can stay on for few seconds otherwise they explode. Also remember that to restart or pause the game you need to shake your iphone which may be slightlyÂ unnecessaryÂ especially because the current sensitivity level is set on too low so please be careful not to throw your iPhone trying to pause the game (we found ourselves feeling slightly silly doing it in public especially when you have to do it over and over again because the iPhone did not register the movement first time). Rotorumpus is a fun game and a great attempt to explore touch interface in a 3dÂ environment. We haven't completed the game yet so we don't know what else we should expect. Nevertheless if you enjoy innovative and different type of gaming experience on the iPhone Â you shouldÂ definitelyÂ giveÂ Rotorumpus a go.Â Platform: iPhone Version: 1.0 Cost: $1.99 Developer: Ugly Apps [xrr […]
- pigru [iPhone, Games] Created by german developers 'daub it' comes an iPhone/iPod TouchÂ tiltÂ control puzzle game. Your task is to collect all the pixels on the screen, in a three dimensionalÂ environmentÂ to mimic the picture presented before you in the top right section of your screen.Â A fun little game exploring alternative ways of content creation usingÂ accelerometerÂ controls rather than tradition drag and drop. The game was introduced in February forÂ $1.99, now available for Free! Get it while you can. Pigru takes an individual way of game design. It works only with a handful expressive colours and iPhone/iPod touch moves. Procedural background hue goes step in step with music. Pigru stays away from ubiquitous games and tries to present a pied experience. Also check outÂ sculptNgo (3d sculpting)Â game for the iPhone the team is working on. Great stuff! Platform: iPhone Version: 1.0 Cost: $0.99 (Currently Free) Developer:Â daubit Click here for for more puzzle games on […]
- Parallax [Games] Submitted to this years IGF 2012, Parallax by Zi Ye and Jesse Burstyn is an interdimensional platforming and puzzle-solving game. The goal in each level is to reach the exit by travelling between two overlapping dimensions through rifts. Parallax challenges the player to think beyond the spatial boundaries of traditional platformers. Parallax is still in beta. The team is aiming for a PC and Mac release and possibly iOS/console. If you would like to be notified when the game is released, subscribe to updates on Toasty Games's website. After a series of failed experiments, they finally found a way that's both efficient and flexible. This is a common theme with independent games that end up being successful: the tools used to create the game need to be easy to use and allow for constant iteration through the design process. "Another challenge has been the design of the levels themselves," Ye said. "We did not foresee just how difficult it would be to create puzzles which span multiple dimensions. If a puzzle was to be difficult to solve, it was much more difficult to design." Ben Kuchera has posted a conversation with the developer duo on arstechnica which you can read here. Toasty […]
- Eliss [iPhone] Nominated for the IGF Innovation in Mobile Game Design' award, Eliss is a multi-touch game for the iPhone where the task is to keep up harmony in an odd universe made of blendable planets. Touch-control multiple planets at once, join them together into giant orbs or split them up into countless dwarf planets, and match their size with the squeesars. Wipe off the stardust, resist to the attraction of the vortex and other space phenomena, and slow down the passage of time. Eliss is a wonderfully designed game, with a slightly retro feel reminiscent of Battlezone, first vector graphics arcade game from the '80, but again a very contemporary feel and gameplay. Included are 20 levels that will require creative ways, speed and strategies complete them. I am currently on sector three and first meeting with the vortex phenomenon. Whilst the first two sectors seemed pretty easy the third is another story. Vortex pulls planets together whilst you desperately try to keep them apart. Every time the collide, you loose life and, honestly, there isn't much of it. With other effects to come such as stardust I look forward to see what's in store. I am absolutely loving what I am seeing where the music, gameplay and graphics really play together in harmony. Considering there are 20 levels in total, I am sure Eliss will keep me busy for a while. Eliss is a prime example of great iPhone app development. Highly polished, fantastic sounds and music, innovative use of multi-touch controls and gorgeous graphics, make Eliss, most probably, one of the most creative and innovative games in the AppStore. One and only, it's a must! Platform: iPhone Version: 1.0 Cost: $3.99 Developer: Steph […]
- AMG: Ambient Music Generator [iPhone, Sound] Ambient Music Generator is a tool for generating "Ambinet Music" dynamically. There are no notes to play, no multitouch, no buttons to play sounds, simply shake iPhone and leave the iphone by your side to fill your space with ambient tones. There are three generators in all each including several parameters you can adjust. You can switch each generator by a screen flick and change the sound by adjusting these parameters. In addition you can change the root key, the scale and the range of pitch, interval of each tone (envelope). AMG was created by Takuho Yoshizu. Platform: iPhone Version: 1.0 Cost: $1.99 Developer: […]
- Rymdkapsel – New game by Martin ‘grapefrukt‘ Jonasson It's been a while since we at CAN were excited about an upcoming game for the iOS. Maybe it is just optimism but rymdkapsel by Martin ‘grapefrukt‘ Jonasson brings back the memories of Edge just before it was released. Besides Eliss, Edge was one of those few games that defined the iOS platform. Now, currently in development rymdkapsel may be the next […]
Posted on: 15/01/2010
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