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		<title>Pixel Shift Postmortem Part 2: Development Details</title>
		<link>http://bioroid.wordpress.com/2011/05/03/pixel-shift-postmortem-part-2-development-details/</link>
		<comments>http://bioroid.wordpress.com/2011/05/03/pixel-shift-postmortem-part-2-development-details/#comments</comments>
		<pubDate>Tue, 03 May 2011 17:41:07 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Pixel Shift]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[gfx]]></category>
		<category><![CDATA[pixel shift]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=159</guid>
		<description><![CDATA[Welcome back web stalkers.  As stated in last week&#8217;s riveting post, Pixel Shift took 2 months to go from initial concept to release on Windows Phone 7 and iOS.  Dive in for the sordid details… The Pixel Shift game prototype had support for up to 8 color puzzles, but it made games much more complex [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=159&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://bioroid.files.wordpress.com/2011/05/ps_icons_final.png"><img class="alignnone size-full wp-image-160" title="ps_icons_final" src="http://bioroid.files.wordpress.com/2011/05/ps_icons_final.png?w=600" alt=""   /></a></p>
<p>Welcome back web stalkers.  As stated in last week&#8217;s riveting post, <a title="Pixel Shift" href="http://www.pixelshiftgame.com" target="_blank">Pixel Shift</a> took 2 months to go from initial concept to release on Windows Phone 7 and iOS.  Dive in for the sordid details…<span id="more-159"></span></p>
<p>The Pixel Shift game prototype had support for up to 8 color puzzles, but it made games much more complex and time consuming.  I reduced the colors to 4 and avoided any colors that could be used to create offensive images.  That’s right, I stayed away from colors that could be used to replicate bodily fluids (or solids) and flesh tones.  I also realized that it was good for puzzles to have white space as a working area to ease into solving the puzzle.  There were also going to be other modes in the game, but since the main mode was strong enough, we decided to just focus on it.</p>
<p>Two weeks into development I had the game running on Windows Phone 7 and started getting valuable feedback from friends during play test sessions.  Tutorials got added, refined and streamlined.  The simple visuals got the most criticism from the more hardcore gamers, but the game play won them over.</p>
<p>Settling on the final name was an ongoing debate.  My wife and I tossed around different names but some obvious ones were already in use on various platforms.  Since you could push or pull pixels, “shift” felt like a good term to describe the game play mechanic.</p>
<p>As for the icon, it took 18 designs to get to the final one.  Initially the idea was to have the 4 primary game colors be represented in the icon.  But then we realized that it looked a lot like the <a title="Delicious" href="http://www.delicious.com/" target="_blank">delicious</a> icon.  The focus then shifted to somehow represent the game board in the icon.  I looked at various iOS logos and one that stuck out was for the Huffington Post app with the large “H” on the icon.  That led to the shifted P logo and then we needed a color to help it stand out so we used the red color that was used in the game menu.</p>
<p>The icons were created at 57&#215;57 pixels which is the original size for iOS.  I then used different methods to scale the icon for other platforms.  The rounded corners were changed to square corners for the WP7 version to better match the system.</p>
<p>Unfortunately, in my icon rendering flurry, some bad icons were exported for the iPad version.  Most people won’t notice it but if you look closely you will see some blocks that are not perfectly square.  The next update will fix this sooner or later.</p>
<p>Next week we look into the scary world of Android development.</p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/pixel-shift/'>Pixel Shift</a> Tagged: <a href='http://bioroid.wordpress.com/tag/design/'>design</a>, <a href='http://bioroid.wordpress.com/tag/gfx/'>gfx</a>, <a href='http://bioroid.wordpress.com/tag/pixel-shift-2/'>pixel shift</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/159/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/159/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/159/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/159/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/159/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/159/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/159/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/159/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=159&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Pixel Shift Postmortem Part 1: Concept and Design</title>
		<link>http://bioroid.wordpress.com/2011/04/24/pixel-shift-part-1-concept-design/</link>
		<comments>http://bioroid.wordpress.com/2011/04/24/pixel-shift-part-1-concept-design/#comments</comments>
		<pubDate>Mon, 25 Apr 2011 00:14:41 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Pixel Shift]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[pixel shift]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=152</guid>
		<description><![CDATA[As a down and out indie game developer, you have to work with limited resources.  Or no resources.  After screwing the pooch (or so they say) with Monstercraft, I felt like I needed to redeem myself and come up with a game that I could be proud-er of. Dreams of Diablo-ish danced in my head [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=152&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>As a down and out indie game developer, you have to work with limited resources.  Or no resources.  After screwing the pooch (or so they say) with Monstercraft, I felt like I needed to redeem myself and come up with a game that I could be proud-er of.</p>
<p><span id="more-152"></span> Dreams of Diablo-ish danced in my head and I started on an epic journey of RPG design.  I read books, talked to wise sages roaming cyberspace and started prototyping.  But this did not go well.  I was trying to make something new.  Something different.  But again it wasn’t fun.  Frustrated, I switched to some space combat nonsense which had me tracking down ancient and out of print Star Trek games on eBay.  Mockups were made.  Designs were discussed.  And focuses shifted from tactical to arcade.  Then a spark ignited at the RPG camp, so I beamed down back to that domain.</p>
<p>But still, after a few more weeks, none of the prototypes screamed “awesome” (or even “mediocre”).  It was 2 months with nothing solid to show for it.  I was getting depressed to say the least.  I knew the only way to shake myself out of this slump was to spend a day dreaming about new ideas that could excite me and jump start the creative spirit.</p>
<p>I started the morning with Word (&lt;pose&gt;word!&lt;/pose&gt;) and Fireworks open.  As a side note, Fireworks is my fave tool for mockups.  I let my mind wander and came up with 2 pretty solid concepts, with one being a pixel focused game that became Pixel Shift.</p>
<p>It all started with Puzzle Quest.  I think about that game a lot, stalker-a-lot.  It made a great experience by the shotgun wedding of match-3 and RPG mechanics.  But the last thing I wanted to make was yet <em>another</em> match-3 game.  I was thinking about the mechanic and I liked the idea of moving gems around.  Then I had the idea of forming images from the gems, such as shields and swords to trigger RPG combat actions.  The colors for the images would have to already exist in the puzzle and not fall into place.  That led to the game mechanic in Pixel Shift.  All the puzzle pieces are there, just scrambled.  And as a result, it plays like a flat Rubik’s cube, which I didn’t realize until I had to explain the game concept to a friend on the phone.</p>
<p>Here is a side by side comparison of the actual mockup and the final game at 50%.</p>
<p><a href="http://bioroid.files.wordpress.com/2011/04/pixel_shift_mockup.png"><img class="alignnone size-full wp-image-153" title="pixel shift mockup" src="http://bioroid.files.wordpress.com/2011/04/pixel_shift_mockup.png?w=600" alt=""   /></a></p>
<p>I removed the mockup’s current state mini map in an early build since it was redundant.</p>
<p>It took 2 months to go from idea to release, but I was moving at about half speed, so it was about a months worth of full development.  I also took my time letting feedback from friends sink in and process.</p>
<p>Stay tuned for the gritty tech details in a future post.</p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/pixel-shift/'>Pixel Shift</a> Tagged: <a href='http://bioroid.wordpress.com/tag/design/'>design</a>, <a href='http://bioroid.wordpress.com/tag/pixel-shift-2/'>pixel shift</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/152/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/152/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/152/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/152/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/152/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/152/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/152/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/152/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=152&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Monstercraft Postmortem Part 4: iPad enhancement</title>
		<link>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-4-ipad-enhancement/</link>
		<comments>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-4-ipad-enhancement/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 19:52:28 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Monstercraft]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=146</guid>
		<description><![CDATA[[iPad enhanced version (1.0.2) is now available here] Monstercraft initially only supported the normal and Retina Display resolutions of the iPhone.  When played on the iPad, you can run the small 480&#215;320 version or have it do an automatic 2x scale which makes things blurry and loses the nice sharp detail. [iPad screenshot after the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=146&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>[iPad enhanced version (1.0.2) is now available <a title="Monstercraft for iOS" href="http://itunes.apple.com/app/monstercraft/id403804782?mt=8">here</a>]</em></p>
<p>Monstercraft initially only supported the normal and Retina Display resolutions of the iPhone.  When played on the iPad, you can run the small 480&#215;320 version or have it do an automatic 2x scale which makes things blurry and loses the nice sharp detail.</p>
<p><em>[iPad screenshot after the jump]</em></p>
<p><span id="more-146"></span></p>
<p>One thing I didn’t want to do was to redo the graphics and positions for an iPad version because it would require a lot of work for the artist.  But I did want to take advantage of the sharper resolution.  So I decided on just rendering the high res iPhone 4 verison (960&#215;640) centered on the iPad screen.  I first tested it out on the Win32 side and got it working quickly.  Once those changes were in it only took about 30 minutes to get the iOS version working and testing.  So people with iPads now get a larger sharper version of Monstercraft which makes it easier to play especially with 2 players.</p>
<p>This is what it looks like on the iPad:</p>
<p><a href="http://bioroid.files.wordpress.com/2010/11/ipad_screenshot.jpg"><img class="alignnone size-medium wp-image-147" title="ipad_screenshot" src="http://bioroid.files.wordpress.com/2010/11/ipad_screenshot.jpg?w=300&#038;h=225" alt="" width="300" height="225" /></a></p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/monstercraft/'>Monstercraft</a> Tagged: <a href='http://bioroid.wordpress.com/tag/ios/'>iOS</a>, <a href='http://bioroid.wordpress.com/tag/ipad/'>iPad</a>, <a href='http://bioroid.wordpress.com/tag/iphone/'>iphone</a>, <a href='http://bioroid.wordpress.com/tag/monstercraft/'>Monstercraft</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/146/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/146/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/146/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/146/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/146/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/146/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/146/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/146/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=146&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Monstercraft Postmortem Part 3: Win32 and iOS</title>
		<link>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-3-win32-and-ios/</link>
		<comments>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-3-win32-and-ios/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 19:42:49 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Monstercraft]]></category>
		<category><![CDATA[Bork3D]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[c/c++]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=141</guid>
		<description><![CDATA[The port to C++ for Win32 and then iOS took about 60 hours.  As with Zombie Outhouse, I used Instant C++ to port the C# to C++ which took about a minute.  The rest was all manual labor.  Monstercraft runs on the same bioroid enhanced version of the bork3d engine that was used for Zombie [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=141&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The port to C++ for Win32 and then iOS took about 60 hours.  As with Zombie Outhouse, I used Instant C++ to port the C# to C++ which took about a minute.  The rest was all manual labor.  Monstercraft runs on the same bioroid enhanced version of the bork3d engine that was used for Zombie Outhouse so it uses a custom C++ XNA style layer to ease the process.</p>
<p>There were a few parts of the port which I felt took too long and need to be optimized for the future.</p>
<p><span id="more-141"></span>First was the namespaces.  I stripped out namespaces for Zombie Outhouse because they were getting in the way of the actual porting but that itself was a time consuming process, so for the next game I will make sure that namespaces will be used and port smoothly to save a good chunk of time.</p>
<p>The next annoyance was rewriting the checkpoint saving/loading code which was a tedious process.  For the next project, I’m going to write a file I/O wrapper class to handle savings the various data types and classes.  The wrapper will then just be rewritten once from C# to C++ but all the code actually calling the wrapper should not need any modification.  This should save a lot of time.</p>
<p>In Zombie Outhouse, there was a data type name conflict in Win32 with Rectangle so I renamed my class to XRectangle.  For Monstercraft I used the Point class a lot and that name caused problems on iOS because it’s defined in a place you can’t get around so I had to rename it to XPoint.  A few people online looked into clean ways around it but renaming was the cleanest option at this point.</p>
<p>In relation to the file I/O, I need to stop relying on XNA’s automatic loading of XML data files and use a standard text or binary data format for more complex data.  Monstercraft’s XML data was minimal but it will become an issue for future games.</p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/monstercraft/'>Monstercraft</a> Tagged: <a href='http://bioroid.wordpress.com/tag/bork3d/'>Bork3D</a>, <a href='http://bioroid.wordpress.com/tag/c/'>c#</a>, <a href='http://bioroid.wordpress.com/tag/cc/'>c/c++</a>, <a href='http://bioroid.wordpress.com/tag/code/'>code</a>, <a href='http://bioroid.wordpress.com/tag/ios/'>iOS</a>, <a href='http://bioroid.wordpress.com/tag/monstercraft/'>Monstercraft</a>, <a href='http://bioroid.wordpress.com/tag/xna/'>xna</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/141/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/141/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/141/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/141/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/141/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/141/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/141/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/141/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=141&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Monstercraft Postmortem Part 2: XNA and WP7</title>
		<link>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-2-xna-and-wp7/</link>
		<comments>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-2-xna-and-wp7/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 19:16:35 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Monstercraft]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=137</guid>
		<description><![CDATA[The game that eventually mutated into Monstercraft was first targeting Xbox360 when development started in 2008.  We’ll go into the nitty gritty in a future post, but for now we’ll focus on the final few months of development.  Sometime around spring/summer of 2010 after Windows Phone 7 was announced, I decided to switch the focus [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=137&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The game that eventually mutated into Monstercraft was first  targeting Xbox360 when development started in 2008.  We’ll go into the  nitty gritty in a future post, but for now we’ll focus on the final few  months of development.  Sometime around spring/summer of 2010 after  Windows Phone 7 was announced, I decided to switch the focus to touch  based input with the plans of supporting WP7, iOS and possibly other  touch devices.</p>
<p>I took what I learned from porting Zombie Outhouse between the  various platforms and created a system that would automatically scale  the game to the various resolutions.  Specifically, the supported  resolutions were 480×320 for original iOS, 960×640 for iOS Retina  Display devices (iPhone 4 and iPod Touch 4G) and an in-between  resolution of 720×480 for Windows Phone 7.  The WP7 resolution is  perfectly in between the two iOS resolutions.</p>
<table border="0" cellspacing="1" cellpadding="1" width="400">
<tbody>
<tr bgcolor="#999999">
<td>PLATFORM</td>
<td>RESOLUTION</td>
<td>SCALE</td>
</tr>
<tr>
<td>iPhone (original)</td>
<td>480×320</td>
<td>1</td>
</tr>
<tr bgcolor="#9dff9d">
<td bgcolor="#9dff9d">WinPhone7</td>
<td bgcolor="#9dff9d">720×480</td>
<td bgcolor="#9dff9d">1.5</td>
</tr>
<tr>
<td>iPhone 4</td>
<td>960×640</td>
<td>2</td>
</tr>
</tbody>
</table>
<p><span id="more-137"></span>The native resolution for the Windows Phone 7 is 800×480 so you get  black bars on the sides of the game screen.  Yes, it&#8217;s not using the full  screen, but it’s the only way to keep the aspect ratio the same across  all platforms.  Also, WP7 handles scaling/centering automatically so  that saves some development headaches.  There was no support for the  1024×768 iPad resolution because it was a very different beast and I  decided to hold off worrying about it until later.</p>
<p>I wrote a special container class that stored all the coordinates for  various textures, screen positions, etc.  I used the lowest res as a  base size (for iPhone OG resolution) and scaled everything up by 1.5x  for WP7 or 2x for iPhone4 when it initialized.  It helped to space out  all objects on-screen on even coordinates so it scaled smoothly for the  WP7 version.</p>
<p>As in Zombie Outhouse, I had two sets of textures and fonts, 1x and  2x versions.  The WP7 version loads the 2x version so its graphics would  remain as sharp as possible.</p>
<p>I am still refining this process for future games and eventually  would like to figure out an automatic system for supporting the full  800×480 resolution for Windows Phone 7.</p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/monstercraft/'>Monstercraft</a> Tagged: <a href='http://bioroid.wordpress.com/tag/ios/'>iOS</a>, <a href='http://bioroid.wordpress.com/tag/ipad/'>iPad</a>, <a href='http://bioroid.wordpress.com/tag/iphone/'>iphone</a>, <a href='http://bioroid.wordpress.com/tag/monstercraft/'>Monstercraft</a>, <a href='http://bioroid.wordpress.com/tag/xna/'>xna</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/137/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/137/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/137/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/137/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/137/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/137/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/137/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/137/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=137&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Monstercraft Postmortem Part 1: Overview</title>
		<link>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-1/</link>
		<comments>http://bioroid.wordpress.com/2010/11/30/monstercraft-postmortem-part-1/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 19:14:34 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Monstercraft]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[WP7]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=127</guid>
		<description><![CDATA[Monstercraft is an ultra-casual arcade strategy game available for Windows Phone 7 and iOS (iPhone, iPod Touch, iPad).  You craft monsters using a skill based slot machine mechanic.  You control when the reels stop and start so it’s not a game based on luck, although luck can sure help. The three rows represent the head/torso, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=127&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Monstercraft is an ultra-casual arcade strategy game available for Windows Phone 7 and iOS (iPhone, iPod Touch, iPad).  You craft monsters using a skill based slot machine mechanic.  You control when the reels stop and start so it’s not a game based on luck, although luck can sure help.</p>
<p><a href="http://bioroid.files.wordpress.com/2010/11/2010_10_30_mc_screenshot_04_720.jpg"><img class="alignnone size-medium wp-image-128" title="2010_10_30_MC_screenshot_04_720" src="http://bioroid.files.wordpress.com/2010/11/2010_10_30_mc_screenshot_04_720.jpg?w=300&#038;h=200" alt="" width="300" height="200" /></a></p>
<p><span id="more-127"></span></p>
<p>The three rows represent the head/torso, arms and legs, which give each monster specific attributes.  If you get 3 of the same monster icons, you craft a complete monster and its stats get boosted by 2x.  They also flash in red color to let you know they’re ready to kick some ass.  As your monsters infiltrate their opponent’s lab, they cause damage to it, bringing your opponent closer to their doom.  Two players can even battle it out on the same screen.</p>
<p>Over the next few blog posts, I’ll go into the details of developing Monstercraft and talk about its bumpy history.  For now you can check out the videos explaining its game play and demoing it running on various devices.</p>
<p>Gameplay Demo:</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='600' height='368' src='http://www.youtube.com/embed/bKqJPSuVub8?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span>
<p>Platform Demo:</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='600' height='368' src='http://www.youtube.com/embed/X2CHDU1f8sw?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/monstercraft/'>Monstercraft</a> Tagged: <a href='http://bioroid.wordpress.com/tag/ios/'>iOS</a>, <a href='http://bioroid.wordpress.com/tag/ipad/'>iPad</a>, <a href='http://bioroid.wordpress.com/tag/iphone/'>iphone</a>, <a href='http://bioroid.wordpress.com/tag/monstercraft/'>Monstercraft</a>, <a href='http://bioroid.wordpress.com/tag/wp7/'>WP7</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/127/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/127/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/127/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/127/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/127/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/127/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/127/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/127/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=127&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Zombie Outhouse Development Part 7</title>
		<link>http://bioroid.wordpress.com/2010/11/29/zombie-outhouse-development-part-7/</link>
		<comments>http://bioroid.wordpress.com/2010/11/29/zombie-outhouse-development-part-7/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 23:16:53 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Zombie Outhouse]]></category>
		<category><![CDATA[WP7]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=117</guid>
		<description><![CDATA[Zombie Outhouse Development Part 7: Back to the XNA Arrrr! [Bonus points to whoever gets the title reference.  Okay, maybe not.] Porting Zombie Outhouse to Windows Phone 7 was a fairly easy process since the game was developed using XNA and already running on the Xbox 360 &#38; Zune HD.  But Windows Phone 7 is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=117&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<p><strong>Zombie Outhouse Development Part 7: <em>Back to the XNA Arrrr!<br />
</em></strong></p>
<p><em>[Bonus points to whoever gets the title reference.  Okay, maybe not.]</em></p>
<p>Porting Zombie Outhouse to Windows Phone 7 was a fairly easy process since the game was developed using XNA and already running on the Xbox 360 &amp; Zune HD.  But Windows Phone 7 is a new mobile platform with its own set of challenges.</p>
<p><a href="http://bioroid.files.wordpress.com/2010/11/2010_11_29_zoh_wp7.jpg"><img class="alignnone size-medium wp-image-120" title="2010_11_29_ZOH_WP7" src="http://bioroid.files.wordpress.com/2010/11/2010_11_29_zoh_wp7.jpg?w=300&#038;h=149" alt="" width="300" height="149" /></a></p>
<p><span id="more-117"></span></p>
<p>The assets were the same high res assets as used on the Xbox 360 and adjusting coordinate values for the 800&#215;480 screen was a simple but mindless process.  The Trial Mode from the Xbox 360 was added back in and the checkpoint saving/loading code was ported to XNA from the iOS version.  The code base was also updated to XNA4, with file i/o being the biggest to change.</p>
<p>Developing for the WP7 was very easy since the tools were great and Microsoft had great support in place with various webcasts, forums, etc that helped made the transition smooth.  I was also fortunate enough to get a WP7 developer phone to do final testing on and fix some issues that did not show up in the emulator.</p>
<p>I wanted to add some kind of Twitter/Facebook posting from within the game, but that isn&#8217;t possible since you can&#8217;t mix certain elements of Silverlight with XNA.  Hopefully XNA5/Silverlight5 will be able to coexist 100% in the future.  We can only dream.</p>
<p>I took everything I learned with the Zombie Outhouse porting and applied it to my next game, <a title="Monstercraft game" href="http://www.monstercraftgame.com/">Monstercraft</a>, which is currently available for iOS and WP7!</p>
</div>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/zombie-outhouse/'>Zombie Outhouse</a> Tagged: <a href='http://bioroid.wordpress.com/tag/wp7/'>WP7</a>, <a href='http://bioroid.wordpress.com/tag/xna/'>xna</a>, <a href='http://bioroid.wordpress.com/tag/zombie-outhouse/'>Zombie Outhouse</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/117/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/117/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/117/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/117/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/117/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/117/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/117/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/117/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=117&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Zombie Outhouse Development Part 6</title>
		<link>http://bioroid.wordpress.com/2010/11/29/zombie-outhouse-development-part-6/</link>
		<comments>http://bioroid.wordpress.com/2010/11/29/zombie-outhouse-development-part-6/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 22:51:45 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Zombie Outhouse]]></category>
		<category><![CDATA[Bork3D]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=111</guid>
		<description><![CDATA[Zombie Outhouse Development Part 6: To the iPad and beyond! [Just like a zombie, this blog is back from the dead.  Apologies for the neglect.  I got derailed a few times but am back on track.  There will be a flurry of posts over the next few weeks to catch up on the backlog and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=111&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<p><strong>Zombie Outhouse Development Part 6: <em>To the iPad and beyond!</em></strong></p>
<p><strong><em></em></strong><em>[Just like a zombie, this blog is back from the dead.  Apologies for the neglect.  I got derailed a few times but am back on track.  There will be a flurry of posts over the next few weeks to catch up on the backlog and then we'll focus on an upcoming action rpg project.]</em></p>
<p>Soon after the iPad came out, I wanted to upgrade Zombie Outhouse to add native iPad support using the higher resolution art that was used in the Xbox 360 version.  But luckily [really?], I got sidetracked with the Cyborg Mice web comic.  A few months later, Apple announced the iPhone 4 with its high resolution Retina Display.  Believe it or not, this actually would make the porting job a much easier task.</p>
</div>
<div>
<p><a href="http://bioroid.files.wordpress.com/2010/11/2010_11_29_zoh_ipad.jpg"><img class="alignnone size-medium wp-image-112" title="2010_11_29_ZOH_iPad" src="http://bioroid.files.wordpress.com/2010/11/2010_11_29_zoh_ipad.jpg?w=300&#038;h=214" alt="" width="300" height="214" /></a></p>
<p><span id="more-111"></span></p>
<p>I first upgraded the bork3d engine to support all the iOS resolutions on the Windows side by reading the platform/orientation from an ini file to test multiple resolutions and platforms without needing to recompile the code.</p>
<p>I decided to break the porting into two parts, first to iPhone 4 which would just used the 2x resolution textures from the Xbox 360 version while increasing all the original iPhone version location coordinates by 2x.  The second part would then be tweaking the positions to maximize the screen space for the iPad.</p>
<p>To deal with two sets of textures I created a second set of directories called “Textures2x&#8221; and “Fonts2x”. The iPad and iPhone4 versions both used the “2x” directories, while the original low-res iDevices use the original directories.</p>
<p>I also added some code, mostly during initialization that fixed up sizes and coordinates depending on the device. For iPhone4 things were just 2x the regular iPhone size, but for iPad I kept texture sizes the same (2x like iPhone4) while pushing out HUD elements to the edge of the screen.  I also tweaked the zombie movement speed to be relatively the same for all platforms.</p>
<p>Being able to do most of the work in Visual Studio on the Windows side made the process much smoother.  It took some extra code on the XCode side to detect the proper platform and also scale the touch coordinates if the code was running on the iPhone4.</p>
<p>The only major-ish issue I had was with the way audio files were loading stopped working on OS4 and I had to recode the loading functions a little bit to make OS4 happy.</p>
<p>Now that I have been through the process, I hope to natively support all iOS devices for future games.  But it also helped lay down a foundation for supporting even more resolutions in the future for platforms like Android and Windows Phone 7.</p>
</div>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/zombie-outhouse/'>Zombie Outhouse</a> Tagged: <a href='http://bioroid.wordpress.com/tag/bork3d/'>Bork3D</a>, <a href='http://bioroid.wordpress.com/tag/ios/'>iOS</a>, <a href='http://bioroid.wordpress.com/tag/ipad/'>iPad</a>, <a href='http://bioroid.wordpress.com/tag/iphone/'>iphone</a>, <a href='http://bioroid.wordpress.com/tag/zombie-outhouse/'>Zombie Outhouse</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/111/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/111/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/111/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/111/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/111/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/111/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/111/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/111/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=111&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">bioroid</media:title>
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			<media:title type="html">2010_11_29_ZOH_iPad</media:title>
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		<title>unofficial Available On Xbox Live Indie Games badge</title>
		<link>http://bioroid.wordpress.com/2010/11/29/available-on-xbox-live-indie-games-badge/</link>
		<comments>http://bioroid.wordpress.com/2010/11/29/available-on-xbox-live-indie-games-badge/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 21:56:34 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[gfx]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=107</guid>
		<description><![CDATA[After searching for the non-existent official XBLIG badge, I decided to create my own.  While Microsoft quickly released a set of badges for Windows Phone 7, there still isn&#8217;t an official one for XBLIG.  So here is my attempt at one.  Feel free to use it on your website, etc. Filed under: General Tagged: gfx, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=107&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After searching for the non-existent official XBLIG badge, I decided to create my own.  While Microsoft quickly released a set of badges for Windows Phone 7, there still isn&#8217;t an official one for XBLIG.  <img src='http://s0.wp.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>So here is my attempt at one.  Feel free to use it on your website, etc.</p>
<p><a href="http://bioroid.files.wordpress.com/2010/11/xblig_badge_small.png"><img class="alignnone size-full wp-image-108" title="Available On Xbox Live Indie Games Badge" src="http://bioroid.files.wordpress.com/2010/11/xblig_badge_small.png?w=600" alt=""   /></a></p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/general/'>General</a> Tagged: <a href='http://bioroid.wordpress.com/tag/gfx/'>gfx</a>, <a href='http://bioroid.wordpress.com/tag/xbox-360/'>xbox 360</a>, <a href='http://bioroid.wordpress.com/tag/xna/'>xna</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/107/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/107/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/107/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/107/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/107/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/107/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/107/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/107/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=107&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">bioroid</media:title>
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			<media:title type="html">Available On Xbox Live Indie Games Badge</media:title>
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		<title>Balancing the next Cyborg Mice game</title>
		<link>http://bioroid.wordpress.com/2010/03/09/balancing-nextcm/</link>
		<comments>http://bioroid.wordpress.com/2010/03/09/balancing-nextcm/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 01:45:10 +0000</pubDate>
		<dc:creator>bioroid</dc:creator>
				<category><![CDATA[Cyborg Mice]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[code]]></category>

		<guid isPermaLink="false">http://bioroid.wordpress.com/?p=99</guid>
		<description><![CDATA[The Power of Game Balancing by Automating Benchmarking: 12,100 for the price of 1 While we haven’t officially announced our next game, it has been in the prototyping phase for the past few years and has been constantly evolving, devolving and mutating into completely different beasts.  Here is a peek into the development process for [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=99&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>The Power of Game Balancing by Automating Benchmarking: 12,100 for the price of 1</strong></p>
<p>While we haven’t officially announced our next game, it has been in the prototyping phase for the past few years and has been constantly evolving, devolving and mutating into completely different beasts.  Here is a peek into the development process for our upcoming game.</p>
<p>Without giving away any details, we finally settled on a workable game mechanic and needed to test and balance the various powers in the game.  I added a CPU vs CPU mode (just like there is in Street Fighter 4) which ran real time and most matches lasted about 5 minutes.  This was great for one-offs but for it would take far too long to properly benchmark all the various powers against each other.</p>
<p><span id="more-99"></span></p>
<p>I then wrote an automated testing system that ran each of the 11 different powers against each other.  When running 100 matches for each test case, there were a total of 12,100 (11 x 11 x 100) simulated matches.  How long does all this take?  About 5 minutes which is about the same time as watching one real time game play out. Freakin’ beautiful.</p>
<p>Here are the results from the final test:</p>
<p style="text-align:center;"><a href="http://bioroid.files.wordpress.com/2010/03/complete_benchmark_fixed_100_color_percentage_02_blog.png"><img class="size-medium wp-image-100 aligncenter" title="complete_benchmark_fixed_100_color_percentage_02_blog" src="http://bioroid.files.wordpress.com/2010/03/complete_benchmark_fixed_100_color_percentage_02_blog.png?w=300&#038;h=297" alt="" width="300" height="297" /></a></p>
<p>So what do all the numbers mean?  CPU 1 is GREEN and CPU 2 is RED.  As you can see when an AI is matched up against another AI using the same power, it’s about equally represented by YELLOW.  The most powerful power is number 7 which is something I had predicted before even writing the benchmark system.</p>
<p>So it looks like the powers are now properly balanced and should offer a good challenge for players as they work up their way to the higher level powers.  If this benchmarking was performed real time it would have taken 10 hours to test each power against each other just ONE time and it wouldn’t have provided sufficient data for accurate testing and balancing.</p>
<p>The lesson to learn here is to perform accelerated automation whenever possible.</p>
<br />Filed under: <a href='http://bioroid.wordpress.com/category/cyborg-mice/'>Cyborg Mice</a> Tagged: <a href='http://bioroid.wordpress.com/tag/c/'>c#</a>, <a href='http://bioroid.wordpress.com/tag/code/'>code</a>, <a href='http://bioroid.wordpress.com/tag/cyborg-mice/'>Cyborg Mice</a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/bioroid.wordpress.com/99/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/bioroid.wordpress.com/99/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/bioroid.wordpress.com/99/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/bioroid.wordpress.com/99/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/bioroid.wordpress.com/99/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/bioroid.wordpress.com/99/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/bioroid.wordpress.com/99/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/bioroid.wordpress.com/99/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bioroid.wordpress.com&amp;blog=11175303&amp;post=99&amp;subd=bioroid&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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