@manucorporat, @riq I agree - I totally hate it when an OpenFeint notification pops up and slows down the game. Good work Manu!
[Game] AbstractWar 2.0 is now available + promo codes
(98 posts) (27 voices)-
Posted 1 year ago #
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The screenshot was a example with a UIKit view.
I am currently developing this system in OpenGL.
Right now, I am adding the posibility to add a callback if you press the notification.If you have a idea, you could post it here.
Posted 1 year ago # -
Hi again.
I have finished the notification system
It is independent of workflow (Scenes).

I think the result is very cool. :)I'm perfecting the code. Maybe tomorrow I will publish the code here.
The performance is very good. If you have a game with Openfeint (or CocosLive, Agon, Plus....) and it uses cocos2d, I recomend you that integrated this system in your games. It's really, no more lag.
Greeting.
Posted 1 year ago # -
@manucorporat Looking forward to it, the OF notifications have cost me quite a few lives :)
Posted 1 year ago # -
AbstractWar 2.0 review in appadvice.com
http://appadvice.com/appnn/2010/03/review-abstractwar-20-giving-copies/Posted 1 year ago # -
Hi,
I just wanted to let you know that I really enjoy playing this game.
My favourite visual effect is when playing in 3D view you can see new enemies 'fly' in from space to 'land' on the playing surface. It's a small touch that looks great!
Posted 1 year ago # -
Hi @manucorporat
Could you explain your use of this texture format a little more: kTexture2DPixelFormat_A8
The source code describes it as: 8bit textures used as masks
Does this mean it contains no color information? If so, for what purposes are they used in your game?
Alos, could you explain how you do your explosion particles? Is each particle a single long and skinny image that gets slowly shrunken over time?
Thanks!
Posted 1 year ago # -
@zdam
A lot of texture only has a color in my game. I designed the textures in white with a alfa channel, and then I can change the color in the code:
[sprite setColor:ccRED];The performance and quality is very high.
I have developed my own particles system, it's like Quad particles system in cocos2d, but there are width and height properties. (In cocos2d only there is "Size")
The particles are a 4bit texture (PVRTC)
The explosions are a instant action and I use different codes for each explosion type.
[system addParticlesWithType:kParticlesTypeCircular ..........];switch(type){ case kParticlesTypeCircular: //Explosion AI break; case kParticlesTypeGalaxy: //Explosion AI break; }Posted 1 year ago # -
AbstractWar 2.0 major upgrade coming soon.
Most importantly, Abstractwar will be available in the App Store for free during several days.
Changelog (2.4 version)
- Company logo
- Maybe, music track??
- Access to the new website
- Performance improvements (5 FPS more) 50FPS in 2gen devices
- 60FPS running on iPad.
- Improved ship speed.
- Improved particle system.
- Reduced HUD size.
- Now you can't stay in a corner during a long time.
- Blur effect in the pause menu. (http://www.cocos2d-iphone.org/forum/topic/6315 )
- Own notification system. (http://www.cocos2d-iphone.org/forum/topic/5269 )
- Fixed crash in iPhone OS 4.0.
- Bug fixes.
- Openfeint 2.4.5
.

New company logo.

Gaussian blur effect.
Posted 1 year ago # -
AbstractWar 2.0 will be free tomorrow!!!!!!!
You must be quick because it only will be free few days.http://itunes.apple.com/us/app/abstractwar-2-0/id356167684?mt=8
Posted 1 year ago # -
If you dont have AW2 already and you like shooters then make sure to get this.
@manucorporat, one tiny thing you could update are the markers for how many ships/smartbombs you have left. The ovals seem kind of blah next to all the other great graphics. Maybe you could have a little version of your ship and maybe a starburst kind of image to represent the smartbombs.
Also why go free? Why not first offer a 'lite' version and see if that will increase sales?
Posted 1 year ago # -
ABSTRACTWAR 2.0 IS FREE RIGHT NOW!!!!!!
http://itunes.apple.com/us/app/abstractwar-2-0/id356167684?mt=8@Codemattic
The lite version will hit the App Store after the free promotion.Posted 1 year ago # -
I have submitted AbstractWar v.2.5 and AbstractWar Lite. They will hit the App Store very soon.
More info: http://devblog.abstractionworks.com/2010/07/details-next-abstractwar-update
Finally, I think I have polished all details in the last update.
Posted 1 year ago # -
"Shake to drop a bomb." I hate shake as a control - can I still smartbomb the old way as well?
Posted 1 year ago # -
@codemattic, yeah, it's a new option, double-tap is default.
Posted 1 year ago # -
whew!
Posted 1 year ago # -
Demostration of one of the new features in the next update.
I use ASIHTTPRequest (developed by @poked).Get the Video Player Posted 1 year ago # -
Testing motion blur in AbstractWar 2.0 (realtime) 60FPS. Works in OpenGl ES 1.X
Posted 1 year ago # -
Wow great app! Congratz!
Posted 1 year ago # -
Great work! I wanted to implement something like this but couldn't do it. How did you do it?
Posted 1 year ago # -
I get a crash whenever I try to select some music to play when running on an iPhone 3GS with iOS 4.01 with the latest version in the AppStore. There may be an issue with MPMusicPlayer on 4.x, I noticed Flight Control no longer allows you to pick music on 4.x.
Incident Identifier: CEF81E99-A153-4F8D-B148-960E531FDBD8
CrashReporter Key: 20ca7456ac5530211a16ca395e35d07dc05bd363
Hardware Model: iPhone2,1
Process: FullVersion [244]
Path: /var/mobile/Applications/2E316803-4C77-4D7E-BF9D-C72607184CB4/FullVersion.app/FullVersion
Identifier: FullVersion
Version: ??? (???)
Code Type: ARM (Native)
Parent Process: launchd [1]Date/Time: 2010-07-21 21:47:07.603 +0800
OS Version: iPhone OS 4.0.1 (8A306)
Report Version: 104Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x00000000, 0x00000000
Crashed Thread: 0Thread 0 Crashed:
0 libSystem.B.dylib 0x000791d0 __kill + 8
1 libSystem.B.dylib 0x000791c0 kill + 4
2 libSystem.B.dylib 0x000791b2 raise + 10
3 libSystem.B.dylib 0x0008d6fa abort + 50
4 libstdc++.6.dylib 0x00044a20 __gnu_cxx::__verbose_terminate_handler() + 376
5 libobjc.A.dylib 0x000059ec _objc_terminate + 104
6 libstdc++.6.dylib 0x00042df2 __cxxabiv1::__terminate(void (*)()) + 46
7 libstdc++.6.dylib 0x00042e46 std::terminate() + 10
8 libstdc++.6.dylib 0x00042f16 __cxa_throw + 78
9 libobjc.A.dylib 0x000048cc objc_exception_throw + 64
10 CoreFoundation 0x0009fa70 -[NSObject(NSObject) doesNotRecognizeSelector:] + 96
11 CoreFoundation 0x0009f15e -[NSObject(NSObject) forwardInvocation:] + 30
12 CoreFoundation 0x0009ef52 ___forwarding___ + 570
13 CoreFoundation 0x00031678 _CF_forwarding_prep_0 + 40
14 FullVersion 0x0003e04c 0x1000 + 249932
15 FullVersion 0x00034918 0x1000 + 211224
16 Foundation 0x00018fb0 _nsnote_callback + 136
17 CoreFoundation 0x00069e6c __CFXNotificationPost_old + 396
18 CoreFoundation 0x0001a374 _CFXNotificationPostNotification + 112
19 Foundation 0x000040bc -[NSNotificationCenter postNotificationName:object:userInfo:] + 64
20 MediaPlayer 0x0004dbd0 -[MPMusicPlayerController _nowPlayingItemDidChange:] + 128
21 MediaPlayer 0x0004ed4c _MPSMusicPlayerClientNowPlayingItemDidChange + 20
22 MediaPlayer 0x0005931c _XNowPlayingItemDidChange + 84
23 AppSupport 0x0000230c migHelperRecievePortCallout + 132
24 CoreFoundation 0x00071aa4 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 20
25 CoreFoundation 0x00073848 __CFRunLoopDoSource1 + 160
26 CoreFoundation 0x00074626 __CFRunLoopRun + 514
27 CoreFoundation 0x0001d8e4 CFRunLoopRunSpecific + 224
28 CoreFoundation 0x0001d7ec CFRunLoopRunInMode + 52
29 GraphicsServices 0x000036e8 GSEventRunModal + 108
30 GraphicsServices 0x00003794 GSEventRun + 56
31 UIKit 0x000062a0 -[UIApplication _run] + 396
32 UIKit 0x00004e10 UIApplicationMain + 664
33 FullVersion 0x00037838 0x1000 + 223288
34 FullVersion 0x000046a0 0x1000 + 13984Posted 1 year ago # -
@jandrad I have removed glCrear() in CCDirector::mainloop and I have created a semitransparent background.
If background opacity is 255, then there isn't any blur effect.
Do you understand?@steve-oldmeadow thank you, I am going to try fix it right now.
Posted 1 year ago # -
Now, you can play AbstractWar 2.0 for FREE.
AbstractWar Lite is available in App Store.
http://itunes.apple.com/us/app/abstractwar-2-0-lite/id380795751?mt=8Posted 1 year ago # -
I just updated and the performance is unbelievable on my 3G. Given that any activity on this device running IOS 4 (although slightly better on 4.01) is like watching paint dry, it's amazing to see all of the particle effects and baddies spawn. Not sure if it's just me, but I noticed that the laser sound effect seems to slow. So while early on you hear the blipping sound at a rapid pace I noticed after a ship loss and respawn that the sound play is at a reduced rate, but I wasn't sure if this was as a result of then having the dual canon fire or if there was something else going on. Visually I think it looks stunning.
Posted 1 year ago # -
@manucorporat I didn't saw your post earlier. Thank you very much! I didn't know it was that easy!
Posted 1 year ago # -
@jandrad
Look
This is the implementation of motion blur in the upcoming AbstractWar HD for iPad.


http://devblog.abstractionworks.com/2010/07/abstractwar-hd-beta-testing-coming-soon/
Posted 1 year ago # -
@manucorporat, no, this is the constantly firing laser sound. It starts off rapid in the initial part of the game but I notice that the frequency of it is slower after getting killed and we start with a new ship. This is when it also starts with the dual firing so wasn't sure if this slightly slower paced sound effect was as a result of the dual shots. I played for about 5 min in survival mode with the dual sticks. Once I lose that first ship is when I notice the sound effect is slower but it seems to be at the same slower pace for the rest of the mission...so it's not like it's slowing down the longer I play.
Posted 1 year ago # -
ah, ok,
This is the explanation
First ship:Firing rate: 2 shots per second
Number of bullets each shoot: 1 bulletSecond ship:
Firing rate: 1 shot per second
Number of bullets each shoot: 2 bulletsDo you understand?
The firing rate is slower but you are shooting two bullets each time.Posted 1 year ago # -
Yes, it makes sense and kind of what I had figured since the firing process was now different given 2 bullets. Still, exceptional performance IMO.
Posted 1 year ago #
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