Already available since May, 3rd on Android, Don’t Feed the Trolls is now also available on iOS (all devices). It’s a free download, get it now! Please, feel free to share this news to your friends! 😉
Category: Android
Beta Testing Don’t Feed the Trolls on iOS/Android
Don’t Feed the Trolls on iOS/Android is coming soon! However, before releasing it, I would like to do “live testing” with players around the world to improve the game, and especially: – Gameplay tuning and difficulty – Device compatibility – Game stability and bugs – Localization errors (English and French) – Online leaderboards testing If… Continue reading Beta Testing Don’t Feed the Trolls on iOS/Android
Gameplay of Don’t Feed the Trolls
Here is a description of the gameplay of Don’t Feed the Trolls. If you don’t know it yet, it will be available soon for iPhone/iPad/iPod and Android devices. The gameplay is simple : bears and trolls spawn on the screen, you need to feed the bears and slap the trolls with the touch screen. Ten… Continue reading Gameplay of Don’t Feed the Trolls
How to create a shake action in Cocos2d-x (with source code)
While working on my next game Don’t Feed the Trolls, I was looking for a “shake effect”. When the player feeds a troll, I want the whole screen to shake to improve visual feedback. A shake effect is very easy to implement, so I quickly hacked in my code to see if it was un… Continue reading How to create a shake action in Cocos2d-x (with source code)
Don’t Feed the Trolls coming to iOS and Android
It’s now confirmed and official. The next game released by Frozax Games will (hopefully) be a new version of Don’t Feed the Trolls, for iOS and Android. However, it will not be a simple port of the Xbox 360 version. Are are some of improvements : Improved graphics (see screenshot below) Intuitive touch gameplay (very cool… Continue reading Don’t Feed the Trolls coming to iOS and Android
Why and how to pack your textures for iOS/Android
Introduction When I developed Don’t Feed the Trolls on X360 (using XNA), I did not optimize the textures files of the game : the game was very simple, the final hardware (X360) is very fast, so it was not necessary. I arranged the sprites so that I could get their coordinates in-game very easily. Every… Continue reading Why and how to pack your textures for iOS/Android
Android Game Development : from Java to C++ (with cocos2d-x)
Introduction In a previous post (here), I was talking about my progress with libgdx, a Java library for Android (and other platforms). Shortly after writing this article, I realized that there is a big disadvantage that I forgot to talk about. It’s so big that it made me stop using libgdx : It is not… Continue reading Android Game Development : from Java to C++ (with cocos2d-x)
Android Game Development with libGDX
After selling games on PC, Mac and Xbox 360, I want to develop games on mobile plaforms, and I will start with Android. I chose Android instead of iPhone for two reasons: It’s cheaper: my Mac is a PowerPC and you need a Mac Intel for iPhone development. Also Android phones are cheaper than iPhones.… Continue reading Android Game Development with libGDX