Our second
enabled iPhone game, Alien Attacks! has been released! It’s available from the App Store now for a special introductory price of £0.59/$0.99!
Special thanks to Cyborg Sound for their audio work on the title.


Our second
enabled iPhone game, Alien Attacks! has been released! It’s available from the App Store now for a special introductory price of £0.59/$0.99!
Special thanks to Cyborg Sound for their audio work on the title.



Try and survive as long as you can against increasingly difficult waves of nasty, evil humans. Destroy their buildings using their own missiles and try not to get shot by guys in hot air balloons!
With
integration, you can submit your scores online and unlock achievements to compete with players around the world!



Our latest iPhone / iPod Touch game, Alien Attacks! is in review at Apple and will be released soon.



A texture atlas, or sprite sheet, is a single image containing a number of smaller textures or sprites. This is useful as it is more efficient for the graphics card to process (it doesn’t have to keep switching textures when drawing different textures, as it can just use the single texture and sample from different parts of it). It is also faster to load into RAM, as you are only loading in one image, as opposed to several smaller ones, so the loading can be done in one stage.



I tried posting this as a comment in reply to this post, but the code got mangled, so I’m posting it here
graphics.GraphicsDevice.Clear( /* Check for touch panel being pressed */ TouchPanel.GetState().Count == 0 ? /* Touch panel released, so reset the timer. This is stored in the target elapsed time, so we don't have to create any variables :) We also turn off IsFixedTimeStep, so that TargetElapsedTime isn't used. */ ((((this.IsFixedTimeStep = false) == false) && ((this.TargetElapsedTime = TimeSpan.FromMilliseconds(Math.Max(1.0f, gameTime.TotalGameTime.TotalMilliseconds))) == TimeSpan.Zero)) ? Color.Gray : Color.Gray) : /* Touch panel pressed, so do SOS */ (gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 1 ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 2) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 3)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 4) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 5)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 7) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 9)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 10) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 12)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 13) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 15)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 17) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 18)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 19) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 20)) ? Color.White : (((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds >= 21) && ((gameTime.TotalGameTime - this.TargetElapsedTime).Seconds < 22)) ? Color.White : Color.Black);



Merge Error: The Blast Buggies has been entered into Microsoft’s DreamBuildPlay 2010 Challenge!

