Separate names with a comma.
Taxiball, Eliss, and Jimney Chimney. Edit: Also Race for Home.
Sorry to go off topic, but would you mind elaborating more on this? How bad was the stuttering, and what did you do to fix it?
The controls are actually really precise, and the tail helps out a lot too. I've had a LOT of practice, but if you can play PewPew or Isotope just...
I'm trying this out now, and while it basically works (note that it doesn't appear to work for a lot of UIKit stuff), the input stream can cut out...
Thanks! The play area is the same size as the screen, but it scrolls slightly as you move around so your thumb doesn't block the view. If the...
It'll be 99 cents. For the first week, at least. :)
It's based on the peak power level of the music. The 'cloud' is made up of a mixture of red and green colors. When the music is loud, it gives...
Jeff LaMarche just posted about this on his blog. There's an iPhone app + SDK out that'll let you send multi-touch and accelerometer input to the...
Glad you guys are digging the style! I'm a big fan of Tetsuya Mizuguchi and Kenta Cho, and I'm just getting my feet wet experimenting with...
Oh yeah, I definitely know they've made some terrible decisions here, but those are more interaction design / information architecture problems....
Spaces as well. I can't believe Apple engineers would be so dense as to not account for whitespace (even if their web stuff has always been kind...
Hi everyone, I just submitted Astral to the App Store today, so hopefully you'll be able to play it this month. Since I visit Touch Arcade...
I'm running 3.1.3 as well. It should be in your Project Settings under the GCC 4.2 - Code Generation section.
The game actually runs at 60fps +90% of the time, and even when it dips a little below that (like to 54fps), it's pretty acceptable. But when it...
So I stopped background music from playing, and the game appears to run flawlessly. That doesn't necessarily mean playing music is the problem,...
Do you perform your update (game logic) at the beginning of your run loop, then presentRenderbuffer, then do OpenGL calls? Or is...
I'll give it a shot for the next point release. Aside from the hiccups, it runs at a solid 60fps on an iPhone 1G, so I'm hoping it'll run fine on...
Yup, OpenGL! And yeah, I'm sure something else could be contributing to the performance issues, because the stutters seem a bit more noticeable in...
Ah, that's a relief to hear. I've spent a good portion of my life now trying to get rid of them, thinking I must have deficient knowledge of...
Revisiting this, it seems that the thread sleeping strategy gave illusory results, as hiccups would eventually start up again, regardless of how I...