Stuffed Turkey Apps LLC, partners with top iPhone developers on Games
collection.
Boston, Mass – (September 3rd, 2010) – “Game Feast: 10 in 1”, a collection
of 10 games for the iPhone and iPod Touch, is now available in the Apple
App Store. The collection features award winning games from independent
game developers combined into a single application.
“With so many apps on the app store, we felt there were some great games
getting lost in the crowd. So we reached out to the developers of some of
our favorite games, and combined them into this collection.”
The game collection features:
“Wheeler’s Treasure”, a pirate themed platform game from developer Two
Lives Left.
“Card Ninja”, an action card game like nothing else on the app store, from
Pint Sized Mobile.
“Kabooma”, an action puzzle game from developer Spokko.
“Peter and Vlad”, a line drawing, sheep herding game from developer Dexoris.
“TwistLink”, a devilish fun puzzle from developer IndiPixel Studios.
“MeowWalker”, a musical dancing game from Robot Symphony.
“Earthling”, an action defense game from Atomic Cactus.
“Venger”, an outer space 3d adventure by Wretched Games.
“Alex the Fox”, a delightful reaction game 4iphone4.me
“Dr. Bubbles”, a relaxing puzzle game by Too Many Studios.
The game collection is available for a special, limited time, introductory
price of $1.99 through the Apple iTunes App Store.
For more information about this game collection, including screenshots and
videos of the games, please visit
http://gamefeast.stuffedturkeyapps.com/
App store link:
http://itunes.apple.com/us/app/game-feast-10-in-1-gamebox/id356198025?mt=8
Media Contact:
Stuffed Turkey Apps, LLC
biz@stuffedturkeyapps.com




Some of you may remember the bundling effort I started a long, long time ago. After several restarts, we finally have the first bundle out.
The first version was rejected by Apple for a crash that only happened in the app store version of the app. This was quite a surprise, since the method we were using to easily bundle apps together worked fine in our own device builds; turns out the runtime is slightly different when an app is compiled for the app store version than when you run build it for a dev device. Besides being annoying, this meant scrapping large sections of our code and giving up tons of flexibility in how we sandboxed apps.
Our second attempt involved writing a parser for static libraries; it would effectively namespace the externs, globals, classes, etc in a static library by scrambling the names. We got several apps working together, but kept running into issues with different ways that people use the various languages used for iPhone dev. It took hours to produce a namespaced build, and neither of us liked writing the parser.
Finally, we went old school and just manually namespaced everything. 10 games, several versions of cocos, several custom engines, two social networks, and several sound engines all stuffed into one codebase.