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Monstercraft Postmortem Part 4: iPad enhancement
[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 480×320 version or have it do an automatic 2x scale which makes things blurry and loses the nice sharp detail.
[iPad screenshot after the jump]
Monstercraft Postmortem Part 3: Win32 and iOS
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.
There were a few parts of the port which I felt took too long and need to be optimized for the future.
Monstercraft Postmortem Part 2: XNA and WP7
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.
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.
PLATFORM | RESOLUTION | SCALE |
iPhone (original) | 480×320 | 1 |
WinPhone7 | 720×480 | 1.5 |
iPhone 4 | 960×640 | 2 |
Monstercraft Postmortem Part 1: Overview
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.
Zombie Outhouse Development Part 7
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 & Zune HD. But Windows Phone 7 is a new mobile platform with its own set of challenges.
Zombie Outhouse Development Part 6
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 then we’ll focus on an upcoming action rpg project.]
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.
unofficial Available On Xbox Live Indie Games badge
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’t an official one for XBLIG. 😦
So here is my attempt at one. Feel free to use it on your website, etc.
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