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‘Developer Corner’ Category Articles

Digging Into the iPad 2's HDMI-Out Capabilities

Friday, March 25th, 2011

Earlier this morning we posted news that Firemint would soon be bringing an update to Real Racing 2 HD [App Store], with support for full-screen 1080p video-out on the iPad 2. This news got us wondering about the overall situation that the iPad 2 and it's new PowerVR SGX543MP2 graphics processor(s) present to existing games that already utilize TV-out by way of Apple's earlier component and VGA video cables for iOS devices.

I chatted up Keith Shepherd of Imangi, author of Max Adventure [App Store], which has supported TV-out via the aforementioned cables for some time now, to see what he thought the iPad 2's 1080p capability means for existing titles. While he hadn't tested Max on an iPad 2 personally, he felt it likely that the newly supported resolution should be there among those presented to an application by iOS, and therefore presented as an option in his game.

And, he was right.

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Developer Profile - Daniel Zandelin of Donut Games

Friday, February 5th, 2010

Daniel Zandelin, who is apparently a big fan of Mario Kart DS

Donut Games is the developer/publisher of well over a dozen iPhone games including fan-favorites like Rat On A Scooter XL, Comet Racer, and Cows in Space. Officially titled "Swedish Game Development Group AB," Donut Games has all of their games available in flash form on their website, where they can be played for free. With a arcade-like menu and three-star rating system for the levels in all their games, Donut Games has earned a large fanbase by consistently providing simple, quick experiences that draw players in for more, usually with a focus on increasing high scores.

I got the chance to find out a little bit more about one of the important faces behind the company, Daniel Zandelin, one of the founders of Donut Games.

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Christian Whitehead On 'Sonic CD' and His Retro Engine

Wednesday, July 29th, 2009

sonic_cd_titleThis certainly has been an interesting last couple of days, between Sega's challenge to gamers to come up with what game to make next and then Christian Whitehead's surprise response unveiling a remarkable Sonic CD proof of concept port created with his own Retro Engine Development Kit.

Eager to know more about both Sonic CD and the iPhone Retro Engine and Retro Engine Development Kit (or RDSK), we fired off a series of questions. The interview is totally worth a read, but beware, it will only make you want Sonic CD and other games produced by the RDSK even more.


Eli Hodapp: How flexible is the RSDK? Is it tied to a game like Sonic or would something like Castlevania with RPG elements be possible?

Christian Whitehead: All of the actual Sonic CD logic is script driven, so the Retro Engine is more than capable of different styles of gameplay. A game like Castlevania would definitely be possible, since the engine excels at handling 2D side scrollers. Stuff like top down RPG's would be fine too, I wouldn't count it on doing something like a full on 3D racing game though!

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Dev Corner: Mark Andersson on Freeverse's Flick Baseball

Friday, March 6th, 2009

This is a developer guest post written by Freeverse's Mark Andersson and details some of the design challenges in Freeverse's upcoming Flick Baseball game. While the content is aimed more at developers, it also provides fans an early peek at this upcoming game.

My name is Mark Andersson, and I have been working with Freeverse for over a decade. I was the Lead Programmer for Burning Monkey Puzzle Lab, Burning Monkey Casino, Wingnuts, Wingnuts 2: Raina's Revenge and Neon Tango. Most recently I've been working on games for the iPhone, and developing versions of Burning Monkey Puzzle Lab and Burning Monkey Casino.

In that effort big chunks of code came over from the original Mac versions largely unchanged, making development on the iPhone that much easier. You really can consider the iPhone platform to be like a tiny Mac, which is great for old-school Mac developers like me and the other Freeverse guys. The real effort goes into rethinking the interface for the smaller screen and the innovative control methods, and of course maximizing performance within the limitations of the hardware.


early development shot of Flick Baseball

My current project for Freeverse is an original, ground-up, iPhone game and the next title in the Flick Sports series: Flick Baseball. So when you're not bowling or fishing you will be able to enjoy America's favorite pastime in your pocket! (Hmmm... that didn't come out quite right)... In this post I hope to give you some behind-the-scenes peeks at the game during development and touch on some hopefully interesting aspects of the process.

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