Monday, 30 July 2012

Monday, 30 July 2012

How to start a bar fight?

Here's a pencil sketch of Guy sitting at the bar, pinching some dudes nuts! Guess that's one way to start a fight...
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Friday, 27 July 2012

Friday, 27 July 2012

Bar Fight Live - v.0.1.0 Changelog



In our first release of Bar Fight Live, the following items were added to the App:
  • Full menu system in place
  • Scrolling menus implemented
  • Photo gallery with images of artwork
  • Videos for: pitch/introduction, explanation of vote for fight dynamic, and profile video of Kit our Illustrator
  • App detection - to check if our sister App, The Getaway is installed on the device.
  • Pitch slides - explaining the project.
  • InApp Purchases - to get people involved!
  • Badges for supporters
  • Dev Blog feed - displaying the latest news from our Development blog
  • Vote system - to allow users to vote on the important decisions
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The Getaway live on the App Store!

A second day of good news from the App Store, as our second game Stunt Guy: The Getaway goes live! Whilst most of our anxiety and sweating was taken up waiting for Bar Fight Live to be approved, there was most certainly a sigh of relief to hear this brilliant news!


One quick reviewer on the App Store piped in with:

"Smashing up other cars hasn't been as fun since the original GTA!"

Looking forward to hearing more reviews :)

For those who haven't yet seen our trailer for The Getaway, check it out here:

Thursday, 26 July 2012

Thursday, 26 July 2012

Bar Fight Live on the App Store!

After a long 13 day wait not knowing what might happen, the app finally went into review yesterday. Every hour was a tortuous wait filled with tension, coffee and more tension. The previous game had been approved in what seemed like record breaking time so as hour after hour went by we were sure something must be up. We imagined all types of scenarios going on behind the secretive doors of the App Review team: buzzers sounding, people running, foreheads sweating.  Thankfully just as bedtime approached, a message came through letting us know that it had been approved! And what a beautiful message that was!

And here it is - Bar Fight Live in all it's App Store glory. Doesn't it look at home? 

Bar Fight Live on the App Store

Still reading this blog post? You obviously need to go and download your free copy of the game...

Monday, 23 July 2012

Monday, 23 July 2012

Where Do I Begin: Make an iOS Game

I sometimes get asked the question "How do I make an iPhone game?" so here's the answer.

Step 1: Get a Mac. You may not like it, but it's the only way. (link)
Step 2: Download and install Xcode from the Mac App Store. (link)
Step 3: Download cocos2d-x and install the Xcode templates. (link)
Step 4: Create a new project in Xcode. Pick one of the cocos2d-x templates. I recommend going with the box2d template, but if you'd rather write your own collision detection then pick the plain cocos2dx template. (Help at the bottom of the page)
Step 5: Make the game! I recommend pen and paper to sketch down some rough ideas and then have at it. (link)

There are already plenty of tutorials out there on the specifics of making a game with cocos2d-x so if you're stuck try a few of them out. What you essentially need to know is that all your graphics will be images that you can create with your favourite editor (flash, photoshop, fireworks, painter, etc). Once you've imported your assets you can use them like so:
CCSprite *mySprite = CCSprite::spriteWithFile("myImage.png");
mySprite->setPosition(ccp(480.0/2.0, 320.0/2.0));
this->addChild(mySprite);
Providing your app is landscape, this code will create a sprite, center it and then add it to the display.

Help Installing Templates: Using terminal navigate to the cocos2d folder and run "./install-templates-xcode.sh -u -f"
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Friday, 20 July 2012

Friday, 20 July 2012

This Week's Press Roundup

There's certainly been quite a bit of press attention this week, surrounding the pending release of Stunt Guy's game, Bar Fight Live. The exposure online was courtesy of these great sites:


Read the articles here:
I attempted to ask Stunt Guy how he felt about the coverage, but got a sharp answer back of "Listen nerd, if i can't wrestle with it or BBQ it, i'm not interested". Guess i caught him pre-lunch.
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Thursday, 19 July 2012

Thursday, 19 July 2012

Live Development, Crowd-Sourced, Crowd-Funded - World first!

You may have noticed we've been a bit quiet recently? Well, that's because we've been super busy!

As well as working on the update to Kart Fighter and trying to get the BIMA Awards under control (with a lot of help from Bridget) we've been working on a super-secret project which will be fully revealed very shortly indeed (as soon as Apple approve it in Fact!)

Our next game - Bar Fight will be the world’s first live game development on the app-store.

Interested? Grab the press release
Follow Bar Fight Live’s progress on www.stuntguygame.com
Or follow the app's hero, Stunt Guy, and his ramblings on: Twitter and Facebook,

Thanks to everyone that's helping us get the word out now but special thanks to @emilyaturner for re-writing our hugely inappropriate press release for us. Quite exciting as it actually appears to be working! Thanks Emily.

Tuesday, 10 July 2012

Tuesday, 10 July 2012

Stunt Guy now on Facebook




Stunt Guy got his own Facebook page today, he's very excited, please go and "like" him here:

https://www.facebook.com/pages/Stunt-Guy/219103311545106

He also asked me to share his biog with you, he's such an egotist:

"Hey dudes, I'm Guy Stunt, star of stage and screen, known by my many admirers as Stunt Guy. You'll have seen much of my work but you might not realise it was me as I'm generally taking the place of some wussy, flouncy actor-type who doesn't have the stones to do the scene.

Remember when Keanu beat off all those dudes in black suits? That was me. When Sly sewed himself up? Me again. When Sharron un-crossed her legs? Yeah... you guessed it.

Anyway, a few months back some weedy dudes from ingerland gave me a call and offered me a truck-load of cash to star in two of their games. I pointed out that they didn’t have any scars and so they threw in a white-tiger which sealed the deal.



Apparently these two games will be “free apps on iOS” (whatever that means) and will be released in the middle of July. The bit I really don’t get is that they haven’t actually built the second one and they’re planning to sell it to you as they build it so you can see it as it develops – they reckon you’ll like that. Personally I can’t see why anyone would play either game when there’s still good gator-wrestlin’ to be done."

So, there you go!
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Thursday, 5 July 2012

Thursday, 5 July 2012

Magnetic Man

Making iOS Apps really leaves you with only one option, get a Mac. But which one? I opted for the MacBook Pro and at the time it seemed the most sensible option. I've had it the better part of two years now, and in the process learnt some of its quirks.

For those of you who don't own a MacBook or have yet to get friendly with it, there is a very specific process for using an external monitor. You plug in the monitor, close the notebook and then wake it up with the power adapter attached. This is called "clamshell mode".

This might work fine if you're just checking your emails or doing the odd bit of surfing the web, but if you're doing work that taxes the processor you'll quickly end up with one very noisy very hot MacBook. The solution seems obvious, just open up the notebook so it can properly cool itself.

The reality however is a little different. There is no option to run an external monitor with the MacBook screen disabled and trawling the forums you'll find a lot of people with the same issue. There is really only one solution, and that is to put a magnet in a very specific place to trick the MacBook into thinking the lid is closed. Should I have to do this with £2k+ of professional equipment? No. Will I make the best of a bad situation? You bet.


For those of you wanting your own funky looking magnetic man then check at your local steamer trading cook shop. If you were instead expecting some dubstep then look no further.
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Tuesday, 3 July 2012

Tuesday, 3 July 2012

Flash Dead? - 5 million iOS Installs for New KartFighter

Until comparatively recently you'd have been totally forgiven for describing Kempt as a Flash house. Although I'm definitely not a huge Adobe fan* and I acknowledge that the player has a few issues, I'm not ashamed to say that Macromedia (not Adobe) did a brilliant job of creating a revolutionary tool which made rich application/game development truly accessible for the first time and sparked a decade of unprecedented creativity. But... times, and opinions do change my friends...

Increasingly Kempt's success comes not from Flash projects but from what we're doing with iOS/mobile games. Take our recent release for Red Bull: Kart Fighter - World Tour for example: unfortunately I'm limited in terms of what I can reveal outside of this press release but suffice to say that the iOS version alone garnered over 4 million installs in it's first month 500k of which are in the UK and that's without any media support at all - in fact the campaign hasn't really even started yet. Whilst we can still generate significant numbers with Flash games it has to be said that we'd struggle to generate these kinds of numbers in that time period.

Added to this I had a really amazing chat with David Helgason from Unity at GameHorizon last week, he's a really inspiring character and it was fabulous to hear his insight on the landscape, the challenges for Flash and his vision for the future of Unity. Whilst Unity comes at the problem from a very different point of view David speaks eloquently about exactly the same thing that sparked my original passion for Flash - the democracy of game development. I get the feeling that there'll be very exciting things to come for their technology and I very-much look forward to seeing it develop.

So, while people still love flash games and I don't subscribe to slightly naive statements like "Flash will be dead within the year" I do think that the world has changed radically (for the better) for us developers in the last couple of years. We now have the luxury of choice and the benefit of opportunities that we never had before. And I will say that, unless Adobe can find a way to both up their game and improve their developer relations, Flash's days are indeed numbered.

So interested in Kartfighter?

But more importantly the game here: http://www.kempt.co.uk/site/casestudies/245/

*Lists of the reasons that I dislike Adobe are available on request.

Update - more Red Bull press releases here:
Ten million installs for Red Bull Kart Fighter World Tour: http://j.mp/1xTkDj4
6 million installs for Red Bull Kart Fighter 3 http://j.mp/1vNuKa2

Joanna Lumley Makes Us Taller


Yesterday saw the launch of the Inspiring the Future initiative, a scheme which aims to bring workplace expertise to Britain's school children using a network of volunteers from all sectors and professions.

We were lucky enough to be invited to yesterday's event and went along to Bishop Challoner school in Tower Hamlets as exhibitors, setting up our modest stall in readiness for a morning of careers conversation with the pupils.

Flattered to be involved, what we didn't expect was the arrival of Deputy Prime Minister Nick Clegg to kick things off, followed by a stirring speech from Joanna Lumley (http://j.mp/Oi4LzK) that was Churchillian in its power to inspire. You didn't have to be 16 and in full-time education to feel a foot taller after that amazing oratory feat.

We're delighted to be involved in Inspiring the Future as it's a project with aims very close to our hearts. If you're in a position to get involved we'd urge you to do so at the earliest opportunity. Find out more here: http://www.inspiringthefuture.org/

Bar Fight start page art work

Here's a scene i sketched in pencil for the start page of the game; Stunt Guy and Gal kicking butt!











Several hours of photoshopin' later, and the image looks like this...

Monday, 2 July 2012

Monday, 2 July 2012

POT

Not the kind you smoke, but rather Power Of Two. OpenGL has to have textures as Power Of Two. That means valid sizes are as follows:
2,4,8,16,32,64,128,256,512,1024...

Of couse you can have any size image, but once you turn it into a usable texture it's expanded to the nearest POT. Worst case scenario you have a texture that's 513x513, and you've just wasted 785,407 pixels (or 74.9%) worth of memory. If you can, try and make sure you get as close under one of those values as possible, or better yet create a sprite sheet.


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