Ventures of an ex indie game developer

Yet another platform

Since porting to C++/Windows, then to Mac, was so easy, the decision to port the tiny game and my engine to the iPhone seemed easy. The engine itself was ported nicely, but the build system took me .5 nights to get in working condition for the app to compile for ARMv6 (excluding certificates, keys and what-have-yous). And last night I hacked away all night trying to compile for iPhoneSimulator. Today I gave up for the time being and created an Xcode project manually which took me an hour.

I asked Swedish public television and the Grotesco comedy crew if I could use their Tingaliin song in there, we'll see what they say about that. Then I'll implement very simple controls, I think I already know how I'll do it. Also, I'll rip the 2P version (also decompile from Java Applet), and from there I should be close to deployment on iPhone and iPad.

Feature creep will have it's course though. Perhaps a little sound fx when the ball bounces, at least a minimal UI, but hopefully I'll be able to restrain myself to that. It's fun to get somewhere!

I think I might have sold less than ten copies of TeveSilen, but with this I'm aiming at 100+ copies sold. When done with the iOS versions I'll post the Win+Mac versions for free on my site; if there are some old fans out there they might chose to buy a copy to their iOS device. Even with no money in it, it still feels better if you think that at least someone is enjoying my port out there. If I get the controls right, it could actually be a hit on the iPad; an even 2P match is really addictive! Wish me luck...

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Gothenburg, Sweden