Ramblings from the team at zinc Roe
Archive for the ‘Games’ Category
Posted by Nick on October 17th, 2011
How do you take a classic platform game and adapt it for 4 year olds? This was the challenge we faced in designing Justin Time Online, a joint production with Guru studios. Goal In classical platformers, like Super Mario Bros., the goal is to get to the end of each level without dying. For our [...]
# — Posted in Blog ·Flash ·Games
Posted by Jason on December 29th, 2010
zinc Roe is looking for an experienced ActionScript developer for a six month contract position build online games for preschoolers.
# — Posted in Flash ·Games ·Jobs
Posted by Jason on October 14th, 2010
Today marks the launch of Tickle Tap Toddler Pack Two. While we do have a few tweaks and updates planned this is the last app in the Tickle Tap Apps series. Tickle Tap Apps kicked off with a pitch written back in early 2009. At the time zinc Roe had produced only a couple of [...]
# — Posted in Games ·Kids Media ·Projects ·Randomness ·Tickle Tap Apps ·business ·iPhone
Posted by Suzanne on October 19th, 2009
Why would a three-year-old want to play games on an iPhone? Actually, let’s re-think that—why wouldn’t a three-year-old want to play games on an iPhone? iPhones and iPod Touch devices are extremely attractive to small users in the three- to five-year-old snack bracket. These devices are easy for small hands to use—much easier than computers, [...]
# — Posted in Games ·Tickle Tap Apps ·Websites ·iPhone
Posted by Luke on May 14th, 2009
There were some good questions during my presentation last night and via email this morning about units in Box2D. @jasonkrogh asked what kind of units Box2D uses. Here’s the relevant bit about units from the Box2D manual: Box2D works with floating point numbers, so some tolerances have to be used to make Box2D perform well. [...]
# — Posted in Blog ·Code ·Games ·iPhone
Posted by Luke on April 23rd, 2009
When developing iPhone games, one of the biggest performance optimizations you can make is to use OpenGL ES for rendering (instead of CoreGraphics or UIKit). For a 2D game like Arctic Shuffle, this means loading all of the animation into Open GL as textures, and drawing them onto simple rectangular shapes. There are two caveats [...]
# — Posted in Blog ·Games ·Tutorials ·iPhone
Posted by Jason on April 8th, 2009
Since we launched Arctic Shuffle we’ve been keeping a running list of feature ideas for future versions. Ideas have come from our own experience playing (useful), talking and watching friends and colleagues play (more useful), iTunes reviews (mostly useless), reviews on app review sites (mixed bag), and emails from users (all over the map). When [...]
# — Posted in Games ·iPhone
Posted by Jason on March 20th, 2009
Yesterday we released a Lite version of Arctic Shuffle – our fun new game for the iPhone and iPod touch. The lite version includes 20 of the 72 levels and is a great way to get a taste of the game play. So grab a copy today and let us know what you think!
# — Posted in Games ·Projects ·iPhone
Posted by Jason on March 3rd, 2009
Our team has just finished work on Arctic Shuffle – our first game for iPhone and iPod touch. Big thanks for Brian McBrearty for the tasty music and Trevor Van Meter for the lovely visuals. The game is in review but in the mean time here is a sneak peak! Arctic Shuffle Sneak Peak from [...]
# — Posted in Games ·Projects ·iPhone
Posted by Jason on February 17th, 2009
Time to cast your vote for Crappy Cat at this year’s SXSW People’s Choice awards! http://sxsw.com/peoples-choice
# — Posted in Flash ·Games