<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:pingback="http://madskills.com/public/xml/rss/module/pingback/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0">
  <channel>
    <title>GamingYourWay - iPhone</title>
    <link>http://blog.gamingyourway.com/</link>
    <description>may contain nuts.</description>
    <language>en-us</language>
    <copyright>GamingYourWay.com</copyright>
    <lastBuildDate>Sat, 05 Jun 2010 22:38:53 GMT</lastBuildDate>
    <generator>newtelligence dasBlog 2.3.9074.18820</generator>
    <managingEditor>info@gamingyourway.com</managingEditor>
    <webMaster>info@gamingyourway.com</webMaster>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=04f0028b-cc9d-4db1-b5b8-323ec05562ec</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,04f0028b-cc9d-4db1-b5b8-323ec05562ec.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,04f0028b-cc9d-4db1-b5b8-323ec05562ec.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=04f0028b-cc9d-4db1-b5b8-323ec05562ec</wfw:commentRss>
      <slash:comments>3</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">We don't often pimp other peoples stuff.
It's not that we don't like other peoples stuff, we just don't like other people.<br /><br />
But for the <a href="http://blog.gamingyourway.com/PermaLink,guid,ed19e99d-a21a-4fb8-a269-633accb16e18.aspx">second
time</a> we're going to explain to you why you should be buying one of Marks games
for your iDevice, and hopefully he'll finally return the negatives and we won't have
to do this again.<br /><br />
Actually rather than explain, a couple of screen shots and then a quick bit of blurb
should do it, so roll up roll up, for <a href="http://itunes.apple.com/us/app/lilracerz/id372283058?mt=8">Lil
Racerz</a> &lt; App Store link, it's nice to have a warning as it'll open iTunes and
that's a real pain when you're not expecting it.<b><span style="font-family: 'arial black',sans-serif; font-size: large; font-weight: normal;"></span></b><br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/LR_Picture1.jpg" alt="LR_Picture1.jpg" border="0" height="320" width="480" /><br /><br /><img src="http://blog.gamingyourway.com/content/binary/LR_Picture4.jpg" alt="LR_Picture4.jpg" border="0" height="320" width="480" /><br /><br /><div align="left">I was lucky enough to play it in beta form, and it rocked even way
back then, but the final package has had so much more love and content thrown at it.
A racing game either feels right, or it doesn't, and Lil Racerz does. Ignore the fact
that I'm credited in it, or that we got sent promo codes ( Although after I'd already
bought it, cheers for that. Tight ) it really is worth a couple of quid.<br /></div></div>
If you should buy it after reading this blog and think it sucks, then no worries,
I can give you Marks address and you can direct your hate mail directly to him, so
it's a win win.<br /><br />
&lt; Update, Matthew linked to a youTube clip in the comments, so it more than makes
sense to shove it in here, <a href="http://www.youtube.com/watch?v=CJxfXGz7ARI">http://www.youtube.com/watch?v=CJxfXGz7ARI</a> &gt;<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=04f0028b-cc9d-4db1-b5b8-323ec05562ec" /></body>
      <title>Whoring ourselves again</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,04f0028b-cc9d-4db1-b5b8-323ec05562ec.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/06/05/WhoringOurselvesAgain.aspx</link>
      <pubDate>Sat, 05 Jun 2010 22:38:53 GMT</pubDate>
      <description>We don't often pimp other peoples stuff. It's not that we don't like other peoples stuff, we just don't like other people.&lt;br&gt;
&lt;br&gt;
But for the &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,ed19e99d-a21a-4fb8-a269-633accb16e18.aspx"&gt;second
time&lt;/a&gt; we're going to explain to you why you should be buying one of Marks games
for your iDevice, and hopefully he'll finally return the negatives and we won't have
to do this again.&lt;br&gt;
&lt;br&gt;
Actually rather than explain, a couple of screen shots and then a quick bit of blurb
should do it, so roll up roll up, for &lt;a href="http://itunes.apple.com/us/app/lilracerz/id372283058?mt=8"&gt;Lil
Racerz&lt;/a&gt; &amp;lt; App Store link, it's nice to have a warning as it'll open iTunes and
that's a real pain when you're not expecting it.&lt;b&gt;&lt;span style="font-family: 'arial black',sans-serif; font-size: large; font-weight: normal;"&gt;&lt;/span&gt;&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/LR_Picture1.jpg" alt="LR_Picture1.jpg" border="0" height="320" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;img src="http://blog.gamingyourway.com/content/binary/LR_Picture4.jpg" alt="LR_Picture4.jpg" border="0" height="320" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;I was lucky enough to play it in beta form, and it rocked even way
back then, but the final package has had so much more love and content thrown at it.
A racing game either feels right, or it doesn't, and Lil Racerz does. Ignore the fact
that I'm credited in it, or that we got sent promo codes ( Although after I'd already
bought it, cheers for that. Tight ) it really is worth a couple of quid.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
If you should buy it after reading this blog and think it sucks, then no worries,
I can give you Marks address and you can direct your hate mail directly to him, so
it's a win win.&lt;br&gt;
&lt;br&gt;
&amp;lt; Update, Matthew linked to a youTube clip in the comments, so it more than makes
sense to shove it in here, &lt;a href="http://www.youtube.com/watch?v=CJxfXGz7ARI"&gt;http://www.youtube.com/watch?v=CJxfXGz7ARI&lt;/a&gt; &amp;gt;&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=04f0028b-cc9d-4db1-b5b8-323ec05562ec" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,04f0028b-cc9d-4db1-b5b8-323ec05562ec.aspx</comments>
      <category>iPhone</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=7411978e-9a1d-408f-800f-4995799760c9</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,7411978e-9a1d-408f-800f-4995799760c9.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,7411978e-9a1d-408f-800f-4995799760c9.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=7411978e-9a1d-408f-800f-4995799760c9</wfw:commentRss>
      <slash:comments>11</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">I hate using such a search engine friendly
title to a blog post, we normally bask in the willfully obscure, but as this may actually
contain something of interest as opposed to the usual random words I figured it was
worth at least trying to vaguely flag it up.<br /><br />
Let's start with a big caveat. I developed <a href="http://zap.gamingyourway.com/">Zap</a> using
the beta version(s) of Flash CS5, and due to it's very nature it's not the final finished
product. That means a couple of things, firstly that the launch version is going to
be better than the one I used, the Flash team are really breaking their necks with
the iPhone exporter and just doing great work. Secondly as it was beta software things
are pretty fluid. I really honestly doubt that there are going to be any major changes
so soon to release, but some of these tips may not be valid on release.<br />
One last thing, being on the beta program means being under a NDA. In terms of this
post it means I won't be going into technical things, performance or new API's etc.
Think of this more as a primer which can hopefully give you a little head start than
a sneak peek at what's under the hood.<br /><br />
Ok, the main thing is eeking out as much performance as you can.<br /><br />
* Vectors / Drawing API / Gradients. No, no and no. We're bitmaps all the way baby.<br />
* BlendModes. Think more about burning the effect you want onto the bitmap itself.<br />
* MovieClips. Save them for intros and title screens, avoid them in-game, as you just
can't cache them efficiently so you're hitting the slower vector plotter.<br />
* Text. It's slow enough when running in a swf. Time to code yourself a text plotter
using bitmaps ( Like Movieclips, for in-game anyway. Top and Tails performance is
never really a big issue )<br />
* CacheAsBitmap. He's going to be your new best friend, love him and cherish him,
as he'll give you much better performance ( There is a new cache command too, but
NDA and all that ).<br />
Some things to keep in mind, setting sprite.visible=false wipes the cache, so when
you use sprite.visible=true again you're forcing a re-cache. Altering the alpha property
also forces a re-cache ( As does scale etc. All the things I'm sure you're aware of
any way ). One thing I didn't know before starting on Zap was that if you holder.removeChild(sprite)
the cache is lost too, and that the cache only kicks in when the displayObject is
first added to the stage.<br />
In terms of how that hit my workflow, I had to change up and create all my sprites
/ bitmaps in each classes constructor and add them to the stage hidden off to the
side.<br />
When you first launch an app on the iPhone the "boot" picture appears straight away.
Make sure that the very first thing you do is have a copy of that same image sitting
topmost on your stage. Then you can call all your constructors and create all your
display assets hidden under that cover, and when everything is in place you just transition
that screen out. It hides any nasty stutters whilst the game makes everything it needs
( Using Zap as an example, the boot pic is our logo with "loading" text displayed
on it, with the same image minus the loading text in the game itself, so the change
from bootpic to game is pretty seamless ).<br />
* Every pixel counts. Only plot what you need to, abuse the swf background colour
as much as you can to save plotting.<br />
* Pooling. Hopefully this is something you're used to doing anyway, but it's really
vital when exporting to iPhone. During the constructor stage of my game I created
all the pools too. Just using a simple Vector list, or linked lists. Pooling is such
a simple thing to do and avoids any more object creation / deletion and stops the
garbage collector being a big fat processor hog.<br />
* Music. That loop that doesn't sound too bad on your PC at 32kps sounds really nasty
on your iPod, funny what with it being a music player first and foremost. It's not
a web game, push that bitrate up.<br />
* scrollRect. I usually use that for animating bobs ( Blitter objects, ie sprites
you plot with copyPixels or by adding the Bitmap directly to your stage ), using it
to view a window on a sprite sheet to make it look like a sprite is animating, all
nice simple stuff. I only had the briefest of tests with it on the iPhone, and I think
it could be a texture memory hog, so the best way may be to just copyPixel each frame
as you need it ( I've really not tested this to death so this could be complete arse,
I was using a really big sprite sheet, so for now take this point with a pinch of
salt ).<br />
* Think blitter. Our good friend <a href="http://www.photonstorm.com/">Rich</a> showed
me a blitter engine running on the iPod and it was really impressive. Blitting really
is the way to go, just one canvas and plot all your pixels to it. I've just finished
our own blitter engine for the up coming "<i>Destroy More Cars</i>" game which will
be handy for future iPhone games. I'll post more details about that another time (
I'm tempted to open source it, but I really can't be doing with "This feature doesn't
work" feedback. It doesn't ? Write your fucking own then ).<br />
* Petty things. Mark your classes as final where you can, don't divide by two when
you can multiply by 0.5, stop events from propagating. All tiny tiny things, but every
little helps.<br />
* Remember startDrag ? Sure you do, we all used it back in Flash 5. You're designing
for the sexy iPhone now, it's not a mouse interface, let the player drag things around
in a sexy way, they'll love you that little bit more for it. Apple have lots and lots
of style guide docs, give them a read, it still applies to us even if we're Flash
kids.<br /><br />
In terms of workflow, if you use Flex or FlashDevelop then you're not wanting to go
back to the IDE in a hurry, it's too much of a shock to the system. I stuck with Flex
( By that I mean coding as3 in it, not mxml, there's still so much confusion about
it even now ) and with including the AIR swc got auto-complete goodness on all the
new commands. Lovely. Because Zap doesn't use anything really iPhone specific that
needs to be on the device to test, I just added a simple test. If it's running via
Flex check the keyboard and use that, if it's on the device don't run the keyboard
code and revert to just mouse events.<br />
I can't emphasis how much time this saved. You surely know the difference in compile
time from Flex / FD compared to the IDE anyway, who wants to go running back to that
? It's not always going to be possible, but where you can make a version that can
be tested off the device.<br />
( In saying that, still test often on your device just to ensure that you're getting
the performance you expect ).<br /><br />
How I set it up was having an empty fla with the iPhone publish settings in it, which
just pulled in my classes. With CS4/5 supporting &lt;embed&gt; you don't have to change
a line of your code, just use a different fla for laying out your assets for import.
Using an empty fla just feels cleaner to me ( In actual fact I used two, one for testing
and one for distribution, as you have to use different certs / profiles for each,
more on that below ).<br /><br />
Moving on to Apple related things, brace yourself, this isn't the same as uploading
a game to newgrounds. We've all read that getting a game published on the App Store
is so easy and pain free, but that's mainly coming from people who are more used to
the hell of developing for consoles, not Flash.<br />
You're going to have to pay your $99 or whatever it is to register as a developer
with Apple. My advice here is just register as a person rather than a company, it's
a lot less hoops to jump through, plus when it comes to the App Store you can use
a company name anyway which is searchable.<br /><br />
Next up is getting a cert and provisioning profile so you can test the game on your
device. On the Mac that's fairly straight forward, on Windows it's a couple more things
to do, our mate Iain touched on it in his blog <a href="http://blog.iainlobb.com/2010/02/monster-ball-free-iphone-game-made-with.html">post</a> about
his iPhone game. Come launch time I'm sure the web will be sinking under the weight
of tutorials on how to do it.<br />
One thing with the provisioning profile is that you can add devices to it. We couldn't
really get access to any non-3GS / 3rd gen devices which restricted our testing, but
you really want to be bugging everyone you know with an Apple machine for their device
IDs so you can send out builds of your game for testing.<br /><br />
Come the glorious day that your app is ready to submit remember you'll need a distribution
profile and cert. Also remember to re-read all the Apple guidelines, you don't want
your game knocked back because of a silly mistake. You'll need to supple a link to
a support site for the app, so prepare to remember your html skills that you've forgotten
( We just used the zap preview page, added a link to the contact form and job done.
We've got a pimping and support page all in one ).<br />
One last submission tip, when setting the release date, set it off in the ( Near )
future. If you leave it as todays date then when the game is passed at least 2/3 days
after todays date it will be hidden in the latest releases ( Say you submit your app
today, the 26th, and leave that as the release date. The game is accepted on the 28th.
Your game will be classed as being launched on the 26th even though no one can actually
buy it 'til the 28th, and even then it's got to filter around all the worldwide App
Stores. This means all the games released after the 26th will be shown above yours
in any latest games list ).<br />
Once the app is approved, dive into itune connect and alter the launch date to tomorrow.<br /><br />
I think that's it. Hopefully I've not said anything I shouldn't have and got myself
into trouble. If I have then I'll just lie and say my Mum is ill and start crying,
no one will give me a bollocking then. When you do finally get your hands on the brand
new Flash CS5 have a good google around for Apple developer forums. Every possible
problem you'll ever have with submitting game has already been covered off by other
people, the iPhone development community is huge and excellent, imagine our community
without all the "I need teh codez lol!" and that's pretty much it.<br /><br />
Squize.<br /><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=7411978e-9a1d-408f-800f-4995799760c9" /></body>
      <title>Zap and some Flash CS5/iPhone tips</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,7411978e-9a1d-408f-800f-4995799760c9.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/02/26/ZapAndSomeFlashCS5iPhoneTips.aspx</link>
      <pubDate>Fri, 26 Feb 2010 13:32:12 GMT</pubDate>
      <description>I hate using such a search engine friendly title to a blog post, we normally bask in the willfully obscure, but as this may actually contain something of interest as opposed to the usual random words I figured it was worth at least trying to vaguely flag it up.&lt;br&gt;
&lt;br&gt;
Let's start with a big caveat. I developed &lt;a href="http://zap.gamingyourway.com/"&gt;Zap&lt;/a&gt; using
the beta version(s) of Flash CS5, and due to it's very nature it's not the final finished
product. That means a couple of things, firstly that the launch version is going to
be better than the one I used, the Flash team are really breaking their necks with
the iPhone exporter and just doing great work. Secondly as it was beta software things
are pretty fluid. I really honestly doubt that there are going to be any major changes
so soon to release, but some of these tips may not be valid on release.&lt;br&gt;
One last thing, being on the beta program means being under a NDA. In terms of this
post it means I won't be going into technical things, performance or new API's etc.
Think of this more as a primer which can hopefully give you a little head start than
a sneak peek at what's under the hood.&lt;br&gt;
&lt;br&gt;
Ok, the main thing is eeking out as much performance as you can.&lt;br&gt;
&lt;br&gt;
* Vectors / Drawing API / Gradients. No, no and no. We're bitmaps all the way baby.&lt;br&gt;
* BlendModes. Think more about burning the effect you want onto the bitmap itself.&lt;br&gt;
* MovieClips. Save them for intros and title screens, avoid them in-game, as you just
can't cache them efficiently so you're hitting the slower vector plotter.&lt;br&gt;
* Text. It's slow enough when running in a swf. Time to code yourself a text plotter
using bitmaps ( Like Movieclips, for in-game anyway. Top and Tails performance is
never really a big issue )&lt;br&gt;
* CacheAsBitmap. He's going to be your new best friend, love him and cherish him,
as he'll give you much better performance ( There is a new cache command too, but
NDA and all that ).&lt;br&gt;
Some things to keep in mind, setting sprite.visible=false wipes the cache, so when
you use sprite.visible=true again you're forcing a re-cache. Altering the alpha property
also forces a re-cache ( As does scale etc. All the things I'm sure you're aware of
any way ). One thing I didn't know before starting on Zap was that if you holder.removeChild(sprite)
the cache is lost too, and that the cache only kicks in when the displayObject is
first added to the stage.&lt;br&gt;
In terms of how that hit my workflow, I had to change up and create all my sprites
/ bitmaps in each classes constructor and add them to the stage hidden off to the
side.&lt;br&gt;
When you first launch an app on the iPhone the "boot" picture appears straight away.
Make sure that the very first thing you do is have a copy of that same image sitting
topmost on your stage. Then you can call all your constructors and create all your
display assets hidden under that cover, and when everything is in place you just transition
that screen out. It hides any nasty stutters whilst the game makes everything it needs
( Using Zap as an example, the boot pic is our logo with "loading" text displayed
on it, with the same image minus the loading text in the game itself, so the change
from bootpic to game is pretty seamless ).&lt;br&gt;
* Every pixel counts. Only plot what you need to, abuse the swf background colour
as much as you can to save plotting.&lt;br&gt;
* Pooling. Hopefully this is something you're used to doing anyway, but it's really
vital when exporting to iPhone. During the constructor stage of my game I created
all the pools too. Just using a simple Vector list, or linked lists. Pooling is such
a simple thing to do and avoids any more object creation / deletion and stops the
garbage collector being a big fat processor hog.&lt;br&gt;
* Music. That loop that doesn't sound too bad on your PC at 32kps sounds really nasty
on your iPod, funny what with it being a music player first and foremost. It's not
a web game, push that bitrate up.&lt;br&gt;
* scrollRect. I usually use that for animating bobs ( Blitter objects, ie sprites
you plot with copyPixels or by adding the Bitmap directly to your stage ), using it
to view a window on a sprite sheet to make it look like a sprite is animating, all
nice simple stuff. I only had the briefest of tests with it on the iPhone, and I think
it could be a texture memory hog, so the best way may be to just copyPixel each frame
as you need it ( I've really not tested this to death so this could be complete arse,
I was using a really big sprite sheet, so for now take this point with a pinch of
salt ).&lt;br&gt;
* Think blitter. Our good friend &lt;a href="http://www.photonstorm.com/"&gt;Rich&lt;/a&gt; showed
me a blitter engine running on the iPod and it was really impressive. Blitting really
is the way to go, just one canvas and plot all your pixels to it. I've just finished
our own blitter engine for the up coming "&lt;i&gt;Destroy More Cars&lt;/i&gt;" game which will
be handy for future iPhone games. I'll post more details about that another time (
I'm tempted to open source it, but I really can't be doing with "This feature doesn't
work" feedback. It doesn't ? Write your fucking own then ).&lt;br&gt;
* Petty things. Mark your classes as final where you can, don't divide by two when
you can multiply by 0.5, stop events from propagating. All tiny tiny things, but every
little helps.&lt;br&gt;
* Remember startDrag ? Sure you do, we all used it back in Flash 5. You're designing
for the sexy iPhone now, it's not a mouse interface, let the player drag things around
in a sexy way, they'll love you that little bit more for it. Apple have lots and lots
of style guide docs, give them a read, it still applies to us even if we're Flash
kids.&lt;br&gt;
&lt;br&gt;
In terms of workflow, if you use Flex or FlashDevelop then you're not wanting to go
back to the IDE in a hurry, it's too much of a shock to the system. I stuck with Flex
( By that I mean coding as3 in it, not mxml, there's still so much confusion about
it even now ) and with including the AIR swc got auto-complete goodness on all the
new commands. Lovely. Because Zap doesn't use anything really iPhone specific that
needs to be on the device to test, I just added a simple test. If it's running via
Flex check the keyboard and use that, if it's on the device don't run the keyboard
code and revert to just mouse events.&lt;br&gt;
I can't emphasis how much time this saved. You surely know the difference in compile
time from Flex / FD compared to the IDE anyway, who wants to go running back to that
? It's not always going to be possible, but where you can make a version that can
be tested off the device.&lt;br&gt;
( In saying that, still test often on your device just to ensure that you're getting
the performance you expect ).&lt;br&gt;
&lt;br&gt;
How I set it up was having an empty fla with the iPhone publish settings in it, which
just pulled in my classes. With CS4/5 supporting &amp;lt;embed&amp;gt; you don't have to change
a line of your code, just use a different fla for laying out your assets for import.
Using an empty fla just feels cleaner to me ( In actual fact I used two, one for testing
and one for distribution, as you have to use different certs / profiles for each,
more on that below ).&lt;br&gt;
&lt;br&gt;
Moving on to Apple related things, brace yourself, this isn't the same as uploading
a game to newgrounds. We've all read that getting a game published on the App Store
is so easy and pain free, but that's mainly coming from people who are more used to
the hell of developing for consoles, not Flash.&lt;br&gt;
You're going to have to pay your $99 or whatever it is to register as a developer
with Apple. My advice here is just register as a person rather than a company, it's
a lot less hoops to jump through, plus when it comes to the App Store you can use
a company name anyway which is searchable.&lt;br&gt;
&lt;br&gt;
Next up is getting a cert and provisioning profile so you can test the game on your
device. On the Mac that's fairly straight forward, on Windows it's a couple more things
to do, our mate Iain touched on it in his blog &lt;a href="http://blog.iainlobb.com/2010/02/monster-ball-free-iphone-game-made-with.html"&gt;post&lt;/a&gt; about
his iPhone game. Come launch time I'm sure the web will be sinking under the weight
of tutorials on how to do it.&lt;br&gt;
One thing with the provisioning profile is that you can add devices to it. We couldn't
really get access to any non-3GS / 3rd gen devices which restricted our testing, but
you really want to be bugging everyone you know with an Apple machine for their device
IDs so you can send out builds of your game for testing.&lt;br&gt;
&lt;br&gt;
Come the glorious day that your app is ready to submit remember you'll need a distribution
profile and cert. Also remember to re-read all the Apple guidelines, you don't want
your game knocked back because of a silly mistake. You'll need to supple a link to
a support site for the app, so prepare to remember your html skills that you've forgotten
( We just used the zap preview page, added a link to the contact form and job done.
We've got a pimping and support page all in one ).&lt;br&gt;
One last submission tip, when setting the release date, set it off in the ( Near )
future. If you leave it as todays date then when the game is passed at least 2/3 days
after todays date it will be hidden in the latest releases ( Say you submit your app
today, the 26th, and leave that as the release date. The game is accepted on the 28th.
Your game will be classed as being launched on the 26th even though no one can actually
buy it 'til the 28th, and even then it's got to filter around all the worldwide App
Stores. This means all the games released after the 26th will be shown above yours
in any latest games list ).&lt;br&gt;
Once the app is approved, dive into itune connect and alter the launch date to tomorrow.&lt;br&gt;
&lt;br&gt;
I think that's it. Hopefully I've not said anything I shouldn't have and got myself
into trouble. If I have then I'll just lie and say my Mum is ill and start crying,
no one will give me a bollocking then. When you do finally get your hands on the brand
new Flash CS5 have a good google around for Apple developer forums. Every possible
problem you'll ever have with submitting game has already been covered off by other
people, the iPhone development community is huge and excellent, imagine our community
without all the "I need teh codez lol!" and that's pretty much it.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=7411978e-9a1d-408f-800f-4995799760c9" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,7411978e-9a1d-408f-800f-4995799760c9.aspx</comments>
      <category>game development</category>
      <category>iPhone</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">Really busy weekend, I've been working
on my new Blitter engine ( More soon ), pimping <a href="http://www.kongregate.com/games/GamingYourWay/ionic">Ionic</a> and
also Zap went live at the same time.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/screenShot2.jpg" alt="screenShot2.jpg" border="0" height="320" width="480" /><br /><br /><div align="left">It's available now on the <a href="http://itunes.com/apps/GamingYourWay/zap">App
Store</a> for $0.99 / £0.59 / Whatever. If you've not seen the preview that we posted
the other day yet and want to see what it's like before you buy, why that's right <a href="http://zap.gamingyourway.com/">here</a>.<br /><br />
I'm waiting to hear from Adobe to see if I can get my NDA lifted so I can go into
some detail about the CS5 iPhone packager.<br /><br />
Squize.<br /></div></div><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf" /></body>
      <title>The games just don't want to stop</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/02/15/TheGamesJustDontWantToStop.aspx</link>
      <pubDate>Mon, 15 Feb 2010 01:03:30 GMT</pubDate>
      <description>Really busy weekend, I've been working on my new Blitter engine ( More soon ), pimping &lt;a href="http://www.kongregate.com/games/GamingYourWay/ionic"&gt;Ionic&lt;/a&gt; and
also Zap went live at the same time.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/screenShot2.jpg" alt="screenShot2.jpg" border="0" height="320" width="480"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;It's available now on the &lt;a href="http://itunes.com/apps/GamingYourWay/zap"&gt;App
Store&lt;/a&gt; for $0.99 / £0.59 / Whatever. If you've not seen the preview that we posted
the other day yet and want to see what it's like before you buy, why that's right &lt;a href="http://zap.gamingyourway.com/"&gt;here&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
I'm waiting to hear from Adobe to see if I can get my NDA lifted so I can go into
some detail about the CS5 iPhone packager.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf.aspx</comments>
      <category>iPhone</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=9190ec3a-be65-4571-aeaf-05189dc649ba</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,9190ec3a-be65-4571-aeaf-05189dc649ba.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,9190ec3a-be65-4571-aeaf-05189dc649ba.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=9190ec3a-be65-4571-aeaf-05189dc649ba</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">Guess what that little green light means
?<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/approved.png" alt="approved.png" width="211" height="195" border="0" /><br /><br /><div align="left">It means it's approved. With a little bit of luck our first iPhone
game should be available for people to buy ( And then bitch about in the reviews )
tomorrow some time.<br /><br />
Word is, Zap isn't going to be the only game to spew forth from our creative loins
tomorrow either.<br /><br /></div></div>
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=9190ec3a-be65-4571-aeaf-05189dc649ba" /></body>
      <title>Green, it's always good</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,9190ec3a-be65-4571-aeaf-05189dc649ba.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/02/10/GreenItsAlwaysGood.aspx</link>
      <pubDate>Wed, 10 Feb 2010 23:45:12 GMT</pubDate>
      <description>Guess what that little green light means ?&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/approved.png" alt="approved.png" width="211" height="195" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;It means it's approved. With a little bit of luck our first iPhone
game should be available for people to buy ( And then bitch about in the reviews )
tomorrow some time.&lt;br&gt;
&lt;br&gt;
Word is, Zap isn't going to be the only game to spew forth from our creative loins
tomorrow either.&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=9190ec3a-be65-4571-aeaf-05189dc649ba" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,9190ec3a-be65-4571-aeaf-05189dc649ba.aspx</comments>
      <category>iPhone</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=39b57b64-018a-401f-bd24-97bcaf092f5d</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,39b57b64-018a-401f-bd24-97bcaf092f5d.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,39b57b64-018a-401f-bd24-97bcaf092f5d.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=39b57b64-018a-401f-bd24-97bcaf092f5d</wfw:commentRss>
      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Well the game is done now, so now it's
time to start the submission process and obviously the pimping process.<br /><br />
I've knocked up a cheeky preview video clip of it in action, and it's right <a href="http://zap.gamingyourway.com/">here</a>.<br /><br />
Now I've got to do some icons, write some copy that will wow the money out of peoples
pockets and take some screenies. Nearly there.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=39b57b64-018a-401f-bd24-97bcaf092f5d" /></body>
      <title>Zap preview</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,39b57b64-018a-401f-bd24-97bcaf092f5d.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/02/08/ZapPreview.aspx</link>
      <pubDate>Mon, 08 Feb 2010 18:07:41 GMT</pubDate>
      <description>Well the game is done now, so now it's time to start the submission process and obviously the pimping process.&lt;br&gt;
&lt;br&gt;
I've knocked up a cheeky preview video clip of it in action, and it's right &lt;a href="http://zap.gamingyourway.com/"&gt;here&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
Now I've got to do some icons, write some copy that will wow the money out of peoples
pockets and take some screenies. Nearly there.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=39b57b64-018a-401f-bd24-97bcaf092f5d" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,39b57b64-018a-401f-bd24-97bcaf092f5d.aspx</comments>
      <category>iPhone</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=68b061a1-d7f1-40a9-817f-77a36dd95254</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,68b061a1-d7f1-40a9-817f-77a36dd95254.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,68b061a1-d7f1-40a9-817f-77a36dd95254.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=68b061a1-d7f1-40a9-817f-77a36dd95254</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">Development of our first bit of iPhone
goodness is coming along nicely. The game is an actual working game now, and plays
quite well. As you can see the look &amp; feel has taken a major change in direction
from the first <a href="http://blog.gamingyourway.com/PermaLink,guid,976f56f1-9b48-4f06-930c-2be1e6e6a80c.aspx">screenshot</a> the
other week.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/zap_ingame.png" alt="zap_ingame.png" border="0" height="320" width="479" /><br /><br /><div align="left">The glow look &amp; feel just looked toilet. Without being able
to use Blendmode.ADD like you would on a normal Flash game and other feedback effects
it just wasn't working. It looked like someone had just discovered the glow filter
and was dropping it onto everything.<br />
So after a bit of feedback I decided to go for the faux GameBoy look. It's what I
was planning originally anyway for the game I shelved. As it progressed I realised
the game was missing some character, so out came the <a href="http://www.g4mes.net/games.php?Mode=10&amp;ID=20">JBJ
Sisters</a>. They were characters in only my 4th ever Flash game and the only real
character based IP I think we've ever done ( You should know by now we're more big
slabs of metal and big lazers than identifiable characters ).<br />
Straight away the game got an injection of life, which I'm really pleased with. And
the best thing ? I did a remix of the original JBJ Sisters, the "Milk it mix", and
that was my first flirtation with making something look like a GB game. So I've got
all these GB coloured assets that hardly anyone has ever seen which weren't doing
anything and needing a home.<br /><br />
One other major plus is that all the images are 8 bit, there's no alpha blending going
on there, which really improves performance. The change has been a major win all round.<br /><br />
The game itself is based on the skeet shooting event in HyperSports. Not the first
time I've coded this game, we did a version at preloaded back in the day called <a href="http://www.wedonicethings.com/shootinstarz/index.html">Shootin'
StarZ</a>, so I knew it worked as a game, and fits the device nicely ( Those two gridded
areas you can see are your thumb buttons, it just feels nice in terms of input, straight
forward and direct ).<br /></div></div><br />
When it comes to changing my game structure for the iPhone, it's really not been too
bad at all. I'm still developing it in Flex3 ( And thanks to <a href="http://www.photonstorm.com/">Rich</a> I've
got auto-complete on the new API stuff too, which is really rather lovely ) and doing
all the testing with a normal swf with keyboard input, and just publishing it for
the device to test performance and new graphics ( They do look different on the ipod
than onscreen ).<br />
This means my workflow hasn't been hit by long publishing times, which would have
stopped me working on this long ago.<br /><br />
The major change was to do with when to trigger my constructors. I normally don't
create class instances until I need them ( Ususally in the startGame() method ) but
this was causing a noticable pause when going from the title screen to the game, so
I call them during the "preloader".<br />
Basically when an app first runs a bitmap is displayed straight away, then once the
app is loaded it cuts to the app itself. All I've done is made the first screen in
the game match the initial bitmap ( A big GYW logo, naturally ) so when it cuts from
the bitmap to the game there's no change. I can then call all the constructors there
under cover, and they set up all their object pools etc. before fading that logo down
to the title screen. Nice and simple and effective.<br /><br />
Next up is fleshing out the presentation and giving the game some love and we should
be good to go.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=68b061a1-d7f1-40a9-817f-77a36dd95254" /></body>
      <title>It's very green</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,68b061a1-d7f1-40a9-817f-77a36dd95254.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/01/26/ItsVeryGreen.aspx</link>
      <pubDate>Tue, 26 Jan 2010 15:15:05 GMT</pubDate>
      <description>Development of our first bit of iPhone goodness is coming along nicely. The game is an actual working game now, and plays quite well. As you can see the look &amp;amp; feel has taken a major change in direction from the first &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,976f56f1-9b48-4f06-930c-2be1e6e6a80c.aspx"&gt;screenshot&lt;/a&gt; the
other week.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/zap_ingame.png" alt="zap_ingame.png" border="0" height="320" width="479"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;The glow look &amp;amp; feel just looked toilet. Without being able
to use Blendmode.ADD like you would on a normal Flash game and other feedback effects
it just wasn't working. It looked like someone had just discovered the glow filter
and was dropping it onto everything.&lt;br&gt;
So after a bit of feedback I decided to go for the faux GameBoy look. It's what I
was planning originally anyway for the game I shelved. As it progressed I realised
the game was missing some character, so out came the &lt;a href="http://www.g4mes.net/games.php?Mode=10&amp;amp;ID=20"&gt;JBJ
Sisters&lt;/a&gt;. They were characters in only my 4th ever Flash game and the only real
character based IP I think we've ever done ( You should know by now we're more big
slabs of metal and big lazers than identifiable characters ).&lt;br&gt;
Straight away the game got an injection of life, which I'm really pleased with. And
the best thing ? I did a remix of the original JBJ Sisters, the "Milk it mix", and
that was my first flirtation with making something look like a GB game. So I've got
all these GB coloured assets that hardly anyone has ever seen which weren't doing
anything and needing a home.&lt;br&gt;
&lt;br&gt;
One other major plus is that all the images are 8 bit, there's no alpha blending going
on there, which really improves performance. The change has been a major win all round.&lt;br&gt;
&lt;br&gt;
The game itself is based on the skeet shooting event in HyperSports. Not the first
time I've coded this game, we did a version at preloaded back in the day called &lt;a href="http://www.wedonicethings.com/shootinstarz/index.html"&gt;Shootin'
StarZ&lt;/a&gt;, so I knew it worked as a game, and fits the device nicely ( Those two gridded
areas you can see are your thumb buttons, it just feels nice in terms of input, straight
forward and direct ).&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;br&gt;
When it comes to changing my game structure for the iPhone, it's really not been too
bad at all. I'm still developing it in Flex3 ( And thanks to &lt;a href="http://www.photonstorm.com/"&gt;Rich&lt;/a&gt; I've
got auto-complete on the new API stuff too, which is really rather lovely ) and doing
all the testing with a normal swf with keyboard input, and just publishing it for
the device to test performance and new graphics ( They do look different on the ipod
than onscreen ).&lt;br&gt;
This means my workflow hasn't been hit by long publishing times, which would have
stopped me working on this long ago.&lt;br&gt;
&lt;br&gt;
The major change was to do with when to trigger my constructors. I normally don't
create class instances until I need them ( Ususally in the startGame() method ) but
this was causing a noticable pause when going from the title screen to the game, so
I call them during the "preloader".&lt;br&gt;
Basically when an app first runs a bitmap is displayed straight away, then once the
app is loaded it cuts to the app itself. All I've done is made the first screen in
the game match the initial bitmap ( A big GYW logo, naturally ) so when it cuts from
the bitmap to the game there's no change. I can then call all the constructors there
under cover, and they set up all their object pools etc. before fading that logo down
to the title screen. Nice and simple and effective.&lt;br&gt;
&lt;br&gt;
Next up is fleshing out the presentation and giving the game some love and we should
be good to go.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=68b061a1-d7f1-40a9-817f-77a36dd95254" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,68b061a1-d7f1-40a9-817f-77a36dd95254.aspx</comments>
      <category>game development</category>
      <category>iPhone</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=976f56f1-9b48-4f06-930c-2be1e6e6a80c</trackback:ping>
      <pingback:server>http://blog.gamingyourway.com/pingback.aspx</pingback:server>
      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,976f56f1-9b48-4f06-930c-2be1e6e6a80c.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,976f56f1-9b48-4f06-930c-2be1e6e6a80c.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=976f56f1-9b48-4f06-930c-2be1e6e6a80c</wfw:commentRss>
      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">After a week of playing I had to abort
"<i>Andrew</i>", my first crack at an iPhone game.<br /><br />
It's no great loss in the grand scheme of things, I hadn't committed to it a 100%
and was more a tech test hoping to evolve into a game, and as is the nature of these
things, it failed.<br /><br />
Onwards and upwards, with a title screen grab of the current WIP, which has got what
I think is the worst name I've ever come up with for a game.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/zap_titleScreen.jpg" alt="zap_titleScreen.jpg" height="316" width="475" border="0" /><br /><br /><div style="" align="left">It's my usual "Put a lot of glows on things so people don't
spot I can't actually do art" look and feel. The transparent balls are moving around
in 3D with a depth of field effect ( An overly grand way of saying blur ).<br /><br />
You'll notice the 3 little breadcrumbs at the bottom center, this is because it uses
the usual iPhone finger slide ( Is that the term ? ) to scroll through the 3 pages
of the title screen. It's actually done using the old school favourite startDrag(),
which is pretty nasty in Flash, but works lovely on the iPod.<br /></div></div><br />
That's it for now, I'm not sure what I can and can't say under the NDA, so I don't
know if I'll be able to touch on performance ( Much better than I thought, it's very
impressive and they're still working on it ) or other API related things ( Other sites
may be running more in-depth details about CS5, but lets be honest, I must piss more
than enough people off already without adding Adobe to the list ).<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=976f56f1-9b48-4f06-930c-2be1e6e6a80c" /></body>
      <title>A different 480x320</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,976f56f1-9b48-4f06-930c-2be1e6e6a80c.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/01/14/ADifferent480x320.aspx</link>
      <pubDate>Thu, 14 Jan 2010 23:48:04 GMT</pubDate>
      <description>After a week of playing I had to abort "&lt;i&gt;Andrew&lt;/i&gt;", my first crack at an iPhone
game.&lt;br&gt;
&lt;br&gt;
It's no great loss in the grand scheme of things, I hadn't committed to it a 100%
and was more a tech test hoping to evolve into a game, and as is the nature of these
things, it failed.&lt;br&gt;
&lt;br&gt;
Onwards and upwards, with a title screen grab of the current WIP, which has got what
I think is the worst name I've ever come up with for a game.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/zap_titleScreen.jpg" alt="zap_titleScreen.jpg" height="316" width="475" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div style="" align="left"&gt;It's my usual "Put a lot of glows on things so people don't
spot I can't actually do art" look and feel. The transparent balls are moving around
in 3D with a depth of field effect ( An overly grand way of saying blur ).&lt;br&gt;
&lt;br&gt;
You'll notice the 3 little breadcrumbs at the bottom center, this is because it uses
the usual iPhone finger slide ( Is that the term ? ) to scroll through the 3 pages
of the title screen. It's actually done using the old school favourite startDrag(),
which is pretty nasty in Flash, but works lovely on the iPod.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;br&gt;
That's it for now, I'm not sure what I can and can't say under the NDA, so I don't
know if I'll be able to touch on performance ( Much better than I thought, it's very
impressive and they're still working on it ) or other API related things ( Other sites
may be running more in-depth details about CS5, but lets be honest, I must piss more
than enough people off already without adding Adobe to the list ).&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=976f56f1-9b48-4f06-930c-2be1e6e6a80c" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,976f56f1-9b48-4f06-930c-2be1e6e6a80c.aspx</comments>
      <category>iPhone</category>
    </item>
  </channel>
</rss>