<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Tiny Tim Games</title>
	<atom:link href="http://www.tinytimgames.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tinytimgames.com</link>
	<description></description>
	<lastBuildDate>Tue, 23 Feb 2010 23:32:51 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Word Monkey 1.0.2 Now Available</title>
		<link>http://www.tinytimgames.com/2010/02/23/word-monkey-1-0-2-now-available/</link>
		<comments>http://www.tinytimgames.com/2010/02/23/word-monkey-1-0-2-now-available/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 23:22:29 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News & Announcements]]></category>
		<category><![CDATA[Announcements]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[iPhone & iPod touch]]></category>
		<category><![CDATA[iTunes]]></category>
		<category><![CDATA[Software Updates]]></category>
		<category><![CDATA[Word Monkey]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=514</guid>
		<description><![CDATA[An update for Word Monkey is now available in the App Store. This update has quite a few small changes, refinements and bug fixes.
Most specifically, we tweaked one of the gameplay rules. Before, you couldn&#8217;t spell the same word twice in a single game session. The monkey would simply scratch his head, and the letters [...]]]></description>
			<content:encoded><![CDATA[<p>An update for <a title="Word Monkey Game Page" href="/games/wordmonkey" target="_blank">Word Monkey</a> is now available in the App Store. This update has quite a few small changes, refinements and bug fixes.</p>
<p>Most specifically, we tweaked one of the gameplay rules. Before, you couldn&#8217;t spell the same word twice in a single game session. The monkey would simply scratch his head, and the letters would stay on the screen. We realized this was confusing to some players (&#8220;Did I not spell the word right?&#8221; or &#8220;Is that word not recognized by the game?&#8221;). Now, the letters will disappear, but you won&#8217;t get points for a word that has already been spelled during a session.</p>
<p>In addition, we&#8217;ve added the &#8220;Smartest Monkeys&#8221; leaderboard in OpenFeint, so now you can see how your monkey stacks up to others that are playing the game. If you feel you must, you can also &#8220;Reset&#8221; your monkey and start all over again, though that would be a very mean thing to do to your monkey.</p>
<p>We clarified some of the instructions in the Dr. Schmachter intros, fixed a few bugs, and even improved performance on first generation devices. So make sure you grab the update from iTunes or in the App Store on your device. And if you don&#8217;t have the game yet, you can grab it <a title="BUY Word Monkey now!" href="http://bit.ly/buy-wordmonkey" target="_blank">here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2010/02/23/word-monkey-1-0-2-now-available/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Word Monkey Available In The App Store!</title>
		<link>http://www.tinytimgames.com/2010/02/18/word-monkey-available-in-the-app-store/</link>
		<comments>http://www.tinytimgames.com/2010/02/18/word-monkey-available-in-the-app-store/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 00:28:27 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News & Announcements]]></category>
		<category><![CDATA[Announcements]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[iPhone & iPod touch]]></category>
		<category><![CDATA[iTunes]]></category>
		<category><![CDATA[Word Monkey]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=508</guid>
		<description><![CDATA[
Word Monkey is now available in the App Store here! You can view more information about the game at the Word Monkey Game Page.
]]></description>
			<content:encoded><![CDATA[<p><a style="text-decoration: none;" href="http://bit.ly/buy-wordmonkey"><img class="aligncenter size-full wp-image-511" title="Word Monkey Banner" src="http://www.tinytimgames.com/wp-content/uploads/2010/02/wordmonkey-banner.png" alt="" width="600" height="181" /></a></p>
<p>Word Monkey is now available in the App Store <a title="BUY Word Monkey now!" href="http://bit.ly/buy-wordmonkey" target="_blank">here</a>! You can view more information about the game at the <a title="Word Monkey Game Page" href="/games/wordmonkey" target="_self">Word Monkey Game Page</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2010/02/18/word-monkey-available-in-the-app-store/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Coming Soon: &#8220;Word Monkey&#8221;</title>
		<link>http://www.tinytimgames.com/2010/02/12/coming-soon-word-monkey/</link>
		<comments>http://www.tinytimgames.com/2010/02/12/coming-soon-word-monkey/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 23:55:25 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News & Announcements]]></category>
		<category><![CDATA[Announcements]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[App Store Submissions]]></category>
		<category><![CDATA[iPhone & iPod touch]]></category>
		<category><![CDATA[iTunes]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Word Monkey]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=478</guid>
		<description><![CDATA[
It&#8217;s been a long time coming, but our new game Word Monkey for iPhone &#38; iPod touch has been submitted to Apple and should be available soon!
In Word Monkey, your goal as Dr. Schmachter&#8217;s lab assistant is to use your device to train a cute little lab monkey by programming words directly into its brain! [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tinytimgames.com/wp-content/uploads/2010/02/wordmonkey-promo.png"><img class="aligncenter size-full wp-image-487" title="Word Monkey Promo" src="http://www.tinytimgames.com/wp-content/uploads/2010/02/wordmonkey-promo.png" alt="" width="550" height="400" /></a></p>
<p>It&#8217;s been a long time coming, but our new game <strong><a title="Word Monkey Game Page" href="/games/wordmonkey" target="_self">Word Monkey</a></strong> for iPhone &amp; iPod touch has been submitted to Apple and should be available soon!</p>
<p>In Word Monkey, your goal as Dr. Schmachter&#8217;s lab assistant is to use your device to train a cute little lab monkey by programming words directly into its brain! You have to quickly spell words from the rising jumble of letters before they hit the top of the screen, or it&#8217;s game over.</p>
<p>Head over to the <a title="Word Monkey Game Page" href="/games/wordmonkey" target="_self">Word Monkey game page</a> to find out more information about the game. There you&#8217;ll find screenshots of the game, and we&#8217;ll be posting some video of the game over the next few days.</p>
<p>We&#8217;ll post again when the game has been approved and is up on the App Store!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2010/02/12/coming-soon-word-monkey/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Unity/Objective-C Divide</title>
		<link>http://www.tinytimgames.com/2010/01/10/the-unityobjective-c-divide/</link>
		<comments>http://www.tinytimgames.com/2010/01/10/the-unityobjective-c-divide/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 12:15:37 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Technical]]></category>
		<category><![CDATA[iPhone & iPod touch]]></category>
		<category><![CDATA[Objective-C]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=389</guid>
		<description><![CDATA[UPDATE: There was a typo in the code section that adds the observer for NSUserDefaults. This has now been corrected. I also added information about how to find the proper assembly file when trying to access script class methods.
WARNING: The following is a technical article. Don&#8217;t blame me if you find it boring!
I love Unity! [...]]]></description>
			<content:encoded><![CDATA[<p>UPDATE: There was a typo in the code section that adds the observer for <em>NSUserDefaults</em>. This has now been corrected. I also added information about how to find the proper assembly file when trying to access script class methods.</p>
<p>WARNING: The following is a technical article. Don&#8217;t blame me if you find it boring!</p>
<p>I love <a title="Unity" href="http://www.unity3d.com" target="_self">Unity</a>! The Unity iPhone engine is a fantastic piece of technology, allowing us to quickly develop games without having to worry about a lot of the underlying stuff. However, Unity is essentially an additional layer on top of the iPhone SDK, which means that while the iPhone SDK may advance with new features, the Unity engine is generally a step behind with adding these features in a manner that can be easily accessed through script.</p>
<p>Enter Objective-C: This is the language that iPhone apps are usually written in. Unity provides some support for calling native Objective-C code from Unity script, but only for Advanced licensees and only in one direction. This can be pretty limiting especially if you&#8217;re trying to use a lot of the fancy features in iPhone OS 3.0. Sure, you can pass around information using the <em>PlayerPrefs</em> trick. But this has the problem of not being instantaneous, and it forces the app to constantly poll for new commands, which probably isn&#8217;t a good idea performance-wise.</p>
<p>What follows is a method for immediately calling Objective-C code from Unity script (for both Basic and Advanced licenses) and also vice versa! That&#8217;s right, two-way communication between Objective-C and Unity script that&#8217;s instantaneous.</p>
<p><span id="more-389"></span><strong>Unity to Objective-C (for Advanced licensees)</strong></p>
<p>First, for the Advanced license users of Unity, you already have a quick and easy way of calling Objective-C code from Unity script. In C#, just do the following:</p>
<pre>[System.Runtime.InteropServices.DllImport("__Internal")]
extern static public int AwesomeFunction(int awesomeParameter);</pre>
<p>Then, in a C/C++/Objective-C file somewhere in your Unity-built Xcode project, do the following:</p>
<pre>int AwesomeFunction(int awesomeParameter)
{
   // My awesome code goes here.

  return somethingAwesome;
}</pre>
<p>You may have to wrap your function prototypes in <em>extern &#8220;C&#8221; { &#8230; }</em> if you&#8217;re using C++/Objective-C++ due to name mangling.</p>
<p><strong>Unity to Objective-C (for Basic licensees)</strong></p>
<p>Now for you Basic license users, you&#8217;ve been used to sending a command to Objective-C from Unity script like this:</p>
<pre>PlayerPrefs.SetString("Commands",
   String.Format("AwesomeCommand|{0}|{1}", awesome1, awesome2));</pre>
<p>Or something similar. You&#8217;ll still be sending commands this way. However, in Objective-C, you probably have an <em>NSTimer</em> that is constantly polling to see if the &#8220;Commands&#8221; key in <em>NSUserDefaults</em> has a string in it. You might even have some fancy queueing system set up so that you can call multiple commands in a row without them overwriting each other. The issue, though, is that if you need a result back from one of these commands, you can&#8217;t get it instantaneously. You have to set up some kind of polling system in Unity script to wait for a return result to show up in some other <em>PlayerPrefs</em> key. Messy.</p>
<p>But there&#8217;s a better way. Let me introduce you to Key-Value Observing. The iPhone SDK provides a method for setting up &#8220;observers&#8221; for certain things currently going on in the system. It just so happens that one of the things that you can &#8220;observe&#8221; is <em>NSUserDefaults</em>. That&#8217;s our ticket!</p>
<p>Somewhere in your Objective-C code (where you might normally set up the <em>NSTimer</em> for polling the <em>NSUserDefaults</em>), place the following code:</p>
<pre>[[NSUserDefaults standardUserDefaults] addObserver:self
   forKeyPath:@"Command" options:0 context:nil];</pre>
<p>Then, create a method like the following:</p>
<pre>- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object
   change:(NSDictionary *)change context:(void *)context
{
   // Command parsing code goes here.
}</pre>
<p>The <em>observeValueForKeyPath</em> method is essentially the function you had before that parsed the commands from <em>PlayerPrefs</em>/<em>NSUserDefaults</em>. What the <em>addObserver</em> moethod does is set <em>self</em> to be an observer of <em>NSUserDefaults</em>, meaning that every time you set the <em>PlayerPrefs</em> in Unity script, the <em>observeValueForKeyPath</em> method gets called <strong>immediately!</strong></p>
<p>What this now allows you to do is to set a result key in Objective-C and immediately access it in Unity script. Here&#8217;s an example:</p>
<pre>// Objective-C code
if([[[NSUserDefaults standardUserDefaults] getObjectForKey:@"Command"]
   isEqualToString:@"DoSomething")
{
   // Return a result by setting the key here.
   [[NSUserDefaults standardUserDefaults] setInteger:1 forKey:@"Result"];
}</pre>
<pre>// Unity C# code
int CallDoSomething()
{
   PlayerPrefs.SetString("Command", "DoSomething");
   // Before, doing something like this would be very bad!
   return PlayerPrefs.GetInt("Result");
}</pre>
<p>As you can see, you can get immediate results from the Objective-C code! Hooray!</p>
<p><strong>Objective-C to Unity (for everyone)</strong></p>
<p>Where Advanced and Basic licensees meet is in the need for having Objective-C code call back to Unity script. There are many instances where you need to capture an event in Objective-C and then pass this off immediately to your Unity scripts so that you can update your game. While using <em>NSUserDefaults</em> to send information back to <em>PlayerPrefs</em> is certainly doable, a polling system would need to be set up in Unity script and it would never be instantaneous.</p>
<p>To get this working, you need to know a little bit about the underlying Unity frameworks. Unity uses a framework called Mono, which is an open-source cross-platform implementation of .NET. When you use something in the System namespace or String.Format, you&#8217;re actually using .NET libraries, and not something Unity-specific. While the actual invocation of the Mono runtime isn&#8217;t visible from inside the Xcode project, that doesn&#8217;t mean we can&#8217;t still have access to the Mono functions.</p>
<p>You can do amazing things with C. You can also do terrible things with C. That&#8217;s why it&#8217;s preferred by so many programmers, as data and memory in C is completely malleable. You can do almost anything with it. Even though we don&#8217;t have access to the Mono header files in the Unity Xcode project, by doing some handy Internet searches, we can get the function prototypes of all of the Mono functions we&#8217;ll need to get what we want.</p>
<p>In addition, many Mono functions require or return special MonoTypes. This would be a problem in C#, but in C a void pointer cures all! For our purposes, here are all of the MonoTypes that we need:</p>
<pre>typedef void* MonoDomain;
typedef void* MonoAssembly;
typedef void* MonoImage;
typedef void* MonoClass;
typedef void* MonoObject;
typedef void* MonoMethodDesc;
typedef void* MonoMethod;
typedef int gboolean;</pre>
<p>To be honest, you don&#8217;t even really have to set up the typedefs, but it makes the function prototypes look cleaner and more readable. Remember, since pointers simply point to memory, they don&#8217;t really need a type.</p>
<p>Now for the function prototypes that we&#8217;ll need. The following is the bare minimum of functions needed to accomplish calling Unity script code from Objective-C. (Remember: You may need to wrap these in <em>extern &#8220;C&#8221; { &#8230; }</em> if you&#8217;re using C++/Objective-C++ due to name mangling.)</p>
<pre>MonoDomain *mono_domain_get();
MonoAssembly *mono_domain_assembly_open(MonoDomain *domain, const char *assemblyName);
MonoImage *mono_assembly_get_image(MonoAssembly *assembly);
MonoMethodDesc *mono_method_desc_new(const char *methodString, gboolean useNamespace);
MonoMethodDesc *mono_method_desc_free(MonoMethodDesc *desc);
MonoMethod *mono_method_desc_search_in_image(MonoMethodDesc *methodDesc, MonoImage *image);
MonoObject *mono_runtime_invoke(MonoMethod *method, void *obj, void **params, MonoObject **exc);</pre>
<p>Here&#8217;s where we need to explain things: We call Unity script functions by using the <em>mono_runtime_invoke</em> function. However, before we can call this, we need to get the <em>MonoMethod</em> (essentially, the pointer to the Unity script function we want to call) from the assembly file that was compiled by Unity when you hit &#8220;Build &amp; Run&#8221;. So how do we get that?</p>
<p>First things first, we need to get the domain where all of the Unity scripts are running. In the vaguest of terms, a domain is kind of a box where scripts are run. So we need to grab the Mono domain first:</p>
<pre>MonoDomain *domain = mono_domain_get();</pre>
<p>Simple enough. We now have the location where all of the Unity scripts are being run. Now to get the MonoMethod, we first need to get a reference to the assembly that contains the function. In your Xcode project, if you look in the Libraries group, you&#8217;ll see a bunch of &#8216;dll.s&#8217; files. These files get compiled by Xcode on Build into DLL files that get placed into your app&#8217;s <em>Data</em> folder. If you don&#8217;t believe me, take your built Unity app, Show Package Contents on it, and then browse around.</p>
<p>Knowing the folder structure of the built application is actually important to this process, as we&#8217;re going to be directly referencing these DLLs for the next step. We need to get the assembly itself so we can read through it and find our functions. Here&#8217;s how to do that:</p>
<pre>NSString *assemblyPath = [[[NSBundle mainBundle] bundlePath]
   stringByAppendingPathComponent:@"Data/Assembly - CSharp.dll"]
MonoAssembly *assembly = mono_domain_assembly_open(domain, path.UTF8String);
MonoImage *image = mono_assembly_get_image(assembly);</pre>
<p>You&#8217;ll notice we put in the path of the built DLL file from the application&#8217;s main bundle. Note that the assembly you&#8217;re looking for might be different for the class method you&#8217;re trying to access. To find out the correct assembly, highlight the script in Unity and go into Debug mode in the Inspector. The Assembly Identifier should tell you the name of the assembly. We then get the assembly from our domain. The MonoImage is something we&#8217;ll need for the next step.</p>
<p>We have our assembly now, and we can start accessing the functions inside it. To do this, we need to tell Mono what functions we&#8217;re looking for. (For ease of use, I&#8217;m only going to be looking for static methods in classes without a namespace. If you want to access specific objects or call non-static methods, I suggest you read up on the official documentation on <a title="Embedding Mono" href="http://www.mono-project.com/Embedding_Mono" target="_blank">Embedding Mono</a>.)</p>
<pre>MonoMethodDesc *desc = mono_method_desc_new("AwesomeClass:AwesomeFunction()", FALSE);
MonoMethod *method = mono_method_desc_search_in_image(desc, image);
mono_method_desc_free(desc);</pre>
<p>Notice that the <em>MonoMethodDesc</em> (literally, MonoMethod Description) is created by giving <em>mono_method_desc_new</em> a string that contains the method that we want to call. Remember to put the class name before the function and follow it with a <strong>colon</strong>, not a period. If you want to access a method with parameters, do something like this:</p>
<pre>"AwesomeClass:AwesomerFunction(int,int,int)"</pre>
<p>Formatting is very important. There shouldn&#8217;t be any spaces between the method parameters. After getting the description, we then search the assembly image for the method. Doing all of this searching could impact performance in your app, so it&#8217;s recommended that you do all of this in an initialization function and store the pointers to the various <em>MonoMethods</em> you want to use. After we have the method pointer, we free the <em>MonoMethodDesc</em> that was created.</p>
<p>Now you have your <em>MonoMethod</em>! And you say you want to call it! We can do that very easily now:</p>
<pre>mono_runtime_invoke(method, NULL, NULL, NULL);</pre>
<p>See? Very simple. If your method had some parameters in it, you need to pass the arguments as a void pointer array to the third parameter of <em>mono_runtime_invoke</em>, like so:</p>
<pre>int param1 = 1;
int param2 = 27;
void *args[] = { &amp;param1, &amp;param2 };

mono_runtime_invoke(method, NULL, args, NULL);</pre>
<p>We are essentially passing the arguments by their address via way of an array.</p>
<p>And that&#8217;s it! There are a few caveats to using this method of invoking Unity script methods: Firstly, it&#8217;s slow. It would not be recommended to call these many times per frame or even once every frame. It&#8217;s primarily good for callbacks that occur every now and then (like for GameKit connection results, etc). Secondly, you&#8217;re putting a lot of trust in the Mono and Unity developers to not change things around too drastically. If you upgrade Unity and your code suddenly stops working, you&#8217;ll need to downgrade to the previous version of Unity or muck around until you can find out what was changed.</p>
<p><strong>Conclusion</strong></p>
<p>Finding all of this out was a long weekend project for me, and it has definitely been worth it. Functionality that I simply didn&#8217;t think was possible without official Unity support is now immediately available, and I am now able to bounce back and forth between Unity script and Objective-C to get access to whatever I need. There are performance issues to consider, but on the whole the flexibility outweighs the potential performance pitfalls. It just requires you to properly plan your app with these things in mind.</p>
<p>Some may read this article and think that the Advanced license is obsolete with these methods. However, I don&#8217;t think that&#8217;s true. The simple fact that Advanced users can use namespaces like <em>System.Runtime.InteropServices</em> and <em>System.Xml</em> are worth it alone, especially when you consider that you can&#8217;t send something as complex as a struct or class through a <em>PlayerPrefs</em> string (I guess you could, but it wouldn&#8217;t be very pretty). This is really just a stopgap measure to allow Basic license users access to some of the native functionality that isn&#8217;t available in Unity yet. The splash screen requirement alone was enough for us to upgrade!</p>
<p>In addition, using the Objective-C to Unity callback functionality is not for the faint of heart, and certainly not for those who aren&#8217;t well-versed in the art of programming. Just be sure to design your games around what you <strong>can</strong> do, not around what you <strong>wish</strong> you could do.</p>
<p>I hope you&#8217;ve found this both educational and useful and that you&#8217;ll consider contributing your own findings to the Unity community.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2010/01/10/the-unityobjective-c-divide/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Merry Christmas!</title>
		<link>http://www.tinytimgames.com/2009/12/21/merry-christmas/</link>
		<comments>http://www.tinytimgames.com/2009/12/21/merry-christmas/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 09:50:57 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Special]]></category>
		<category><![CDATA[Christmas]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Sheepstacker]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=356</guid>
		<description><![CDATA[
]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-358" title="Sheepstacker-Christmas-Card-web" src="http://www.tinytimgames.com/wp-content/uploads/2009/12/Sheepstacker-Christmas-Card-web1.png" alt="" width="500" height="600" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2009/12/21/merry-christmas/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Super Smoothie Available in the App Store!</title>
		<link>http://www.tinytimgames.com/2009/12/18/super-smoothie-available-in-the-app-store/</link>
		<comments>http://www.tinytimgames.com/2009/12/18/super-smoothie-available-in-the-app-store/#comments</comments>
		<pubDate>Sat, 19 Dec 2009 05:23:50 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News & Announcements]]></category>
		<category><![CDATA[Announcements]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[iPhone & iPod touch]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Super Smoothie]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=336</guid>
		<description><![CDATA[We would like to announce that Super Smoothie, a game by our good friends at GoPlay Games, is now available in the App Store! This is a special game for us as we helped the gang at GoPlay in the development of this fun and fruity matching game.
Check out this gameplay video for Super Smoothie:

Super [...]]]></description>
			<content:encoded><![CDATA[<p>We would like to announce that <strong>Super Smoothie</strong>, a game by our good friends at <a title="GoPlay Games" href="http://www.goplaygames.net" target="_blank">GoPlay Games</a>, is now available in the App Store! This is a special game for us as we helped the gang at GoPlay in the development of this fun and fruity matching game.</p>
<p>Check out this gameplay video for Super Smoothie:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="295" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/KU9eN-QdrYs&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="295" src="http://www.youtube.com/v/KU9eN-QdrYs&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Super Smoothie is available NOW in the App Store <a title="Buy Super Smoothie NOW in the App Store!" href="http://bit.ly/buy-supersmoothie" target="_blank">here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2009/12/18/super-smoothie-available-in-the-app-store/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What We&#8217;re Working On &#8211; Week of November 9, 2009</title>
		<link>http://www.tinytimgames.com/2009/11/09/what-were-working-on-week-of-november-9-2009/</link>
		<comments>http://www.tinytimgames.com/2009/11/09/what-were-working-on-week-of-november-9-2009/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 02:56:08 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Upcoming Projects]]></category>
		<category><![CDATA[What We're Working On]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=334</guid>
		<description><![CDATA[Look! A WWWO post that&#8217;s actually on-time! Things must be looking up!
And indeed they are here at Tiny Tim Games. We&#8217;ve made a lot of progress in the last week, and I think it&#8217;s safe to say that we&#8217;ll be announcing a new game NEXT WEEK! It&#8217;s very exciting. Read on for more info.
Things are [...]]]></description>
			<content:encoded><![CDATA[<p>Look! A WWWO post that&#8217;s actually on-time! Things must be looking up!</p>
<p>And indeed they are here at Tiny Tim Games. We&#8217;ve made a lot of progress in the last week, and I think it&#8217;s safe to say that we&#8217;ll be announcing a new game NEXT WEEK! It&#8217;s very exciting. Read on for more info.</p>
<p><span id="more-334"></span>Things are never set in stone in game development. This again proved itself last week when we got word that if we wanted to get our games in the App Store for the holidays, we needed to have them submitted about a week before we had planned to finish both of our current projects. Knowing that we didn&#8217;t have nearly enough time to finish both in that time frame, we had to choose which we want to focus on now and push to get out for the holidays.</p>
<p>Unfortunately, &#8220;Game 2&#8243; will now become &#8220;Game 3&#8243;. But don&#8217;t worry. By this time next week, you shouldn&#8217;t have to keep track of our next two games via number anymore. Because the project we&#8217;re moving forward with has made some excellent progress in the last week.</p>
<p>We&#8217;ve settled on a name and style for the game, which allowed Shannon to begin creating the HUD and textures for the game. And let me just say that the stuff she&#8217;s doing looks amazing. I&#8217;m excited that we&#8217;ll be able to show a little of it off next week.</p>
<p>Meanwhile, I&#8217;ve been taking our basic gameplay prototype and fleshing out various pieces of it. We have the whole game almost completely mapped out, from main menu to final level to AGON awards (that&#8217;s right, our next game will be AGON-enabled). With the game mapped out like this, it&#8217;s been very easy for me to sit down and program the remaining pieces of our game.</p>
<p>Funnily enough, I&#8217;ve realized that aside from the initial tech and prototype, the remaining pieces of this game are actually less development intensive than Sheepstacker, even though I would argue this game has more variety and depth. Game development is always surprising.</p>
<p>This should be the last post where we have to be annoyingly cryptic about our next project. Thanks for sticking with us, and we hope you like what you see next week.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2009/11/09/what-were-working-on-week-of-november-9-2009/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What We&#8217;re Working On &#8211; Week of November 2, 2009</title>
		<link>http://www.tinytimgames.com/2009/11/04/what-were-working-on-week-of-november-2-2009/</link>
		<comments>http://www.tinytimgames.com/2009/11/04/what-were-working-on-week-of-november-2-2009/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 09:34:13 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Upcoming Projects]]></category>
		<category><![CDATA[What We're Working On]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=332</guid>
		<description><![CDATA[Last week was a big turning point in the development of both of our upcoming games. We settled on the main interface elements of &#8220;Game 2&#8243;, and we made some important decisions about &#8220;Game 3&#8243; as well. We also set an internal milestone for getting these projects done. As of right now we&#8217;re planning to [...]]]></description>
			<content:encoded><![CDATA[<p>Last week was a big turning point in the development of both of our upcoming games. We settled on the main interface elements of &#8220;Game 2&#8243;, and we made some important decisions about &#8220;Game 3&#8243; as well. We also set an internal milestone for getting these projects done. As of right now we&#8217;re planning to finish both games by the end of November! It&#8217;s an aggressive goal, but I believe we can make it.</p>
<p><span id="more-332"></span>There&#8217;s not much to say about Game 2 at the moment, other than we have enough of the main interface to bring it into the engine and actually test it out. The hope is that we&#8217;ll have something to show of the game next week, even if it&#8217;s just a screenshot. Video would be preferable.</p>
<p>As for Game 3, due to some design concerns, we scaled back on some features that we initially thought were completely necessary. After weighing the options, we realized these features weren&#8217;t necessary to the core gameplay after all. We felt that by focusing on this core gameplay would allow for a better, more polished initial release. If the game is successful, I&#8217;m sure we&#8217;ll be returning to add all of these features later. That&#8217;s the beauty of digital distribution!</p>
<p>The week ahead is going to be a rough one, simply due to how much has to be done. The main interface for Game 2 needs to be finalized so that I can get back to programming the remaining features. And I&#8217;ve got my work cut out for me writing the behaviors for three of Game 3&#8217;s antagonists. Strangely, I seem to have picked the most difficult one to start with. At least the next two will be simpler. Once these are written, we&#8217;ll wire up a few scenarios, and do a fun factor check. If it passes, we&#8217;re going to go all out creating final art to put into the game. I&#8217;d say we&#8217;ll be ready to show a few screens off in about two weeks. Very exciting!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2009/11/04/what-were-working-on-week-of-november-2-2009/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What We&#8217;re Working On &#8211; Week of October 26, 2009</title>
		<link>http://www.tinytimgames.com/2009/10/27/what-were-working-on-week-of-october-26-2009/</link>
		<comments>http://www.tinytimgames.com/2009/10/27/what-were-working-on-week-of-october-26-2009/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 09:27:25 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Upcoming Projects]]></category>
		<category><![CDATA[What We're Working On]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=329</guid>
		<description><![CDATA[We took a little hiatus last week to do some contract projects, and as such didn&#8217;t get as much progress on our two new games as we might have liked. However, some progress was made in the art department for both games. And for us (not being artists), any sort of art that is complete [...]]]></description>
			<content:encoded><![CDATA[<p>We took a little hiatus last week to do some contract projects, and as such didn&#8217;t get as much progress on our two new games as we might have liked. However, some progress was made in the art department for both games. And for us (not being artists), any sort of art that is complete is a big step.</p>
<p><span id="more-329"></span>For &#8220;Game 2&#8243;, we kicked around a variety of themes for the game. As we created the prototype completely abstractly (meaning, there was no story, concept, or theme in mind when we created it), we wanted to see if we could create a theme that would give the game a little bit of personality, something that we feel is very important to our games. Again, as our handicap is art, we settled on something that doesn&#8217;t quite have the personality of Sheepstacker, but should still be pleasant and fun.</p>
<p>For &#8220;Game 3&#8243;, the bulk of the technology for the game is actually complete. The next step is to bring it all together to create our first playable prototype. Looking forward, this game seems like it will require a lot of small tweaks to get exactly right, as there&#8217;s a balancing act to keep all of the elements of gameplay from overpowering each other. It should be an interesting experiment.</p>
<p>In addition to the technology, I&#8217;ve successfully modeled, unwrapped, and rigged all of the characters we&#8217;ll need for the game! The models themselves are very simple as we want to get as many of these guys on screen as possible. The biggest problem was keeping the vertex numbers down. With low vert numbers, Unity (our engine) will be able to batch the drawing of nearly all of our characters. This will greatly help performance, which is something we&#8217;re going to need help with since we want to have oodles of skinned and animated characters on screen.</p>
<p>The next steps for us are pretty clear: For Game 2, Shannon will continue creating mock-ups of our user interface and gameplay screens. Since the bulk of the gameplay programming is actually finished for that game, I&#8217;ll be focusing on assembling the different components for Game 3 to create a playable prototype. In addition, I&#8217;ll probably coax Shannon into creating some textures for our characters.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2009/10/27/what-were-working-on-week-of-october-26-2009/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What We&#8217;re Working On &#8211; Week of October 12, 2009</title>
		<link>http://www.tinytimgames.com/2009/10/14/what-were-working-on-week-of-october-12-2009/</link>
		<comments>http://www.tinytimgames.com/2009/10/14/what-were-working-on-week-of-october-12-2009/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 12:01:32 +0000</pubDate>
		<dc:creator>Jerrod Putman</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Upcoming Projects]]></category>
		<category><![CDATA[What We're Working On]]></category>

		<guid isPermaLink="false">http://www.tinytimgames.com/?p=326</guid>
		<description><![CDATA[Another long time since our last post, however we&#8217;ve been pretty busy here at Tiny Tim. We&#8217;ve finished up a few programming projects that we&#8217;ve been working on for other developers (more about those later), and we did a lot of soul searching on our next game project, myself particularly so.
The project I&#8217;ve mentioned in [...]]]></description>
			<content:encoded><![CDATA[<p>Another long time since our last post, however we&#8217;ve been pretty busy here at Tiny Tim. We&#8217;ve finished up a few programming projects that we&#8217;ve been working on for other developers (more about those later), and we did a lot of soul searching on our next game project, myself particularly so.</p>
<p><span id="more-326"></span>The project I&#8217;ve mentioned in previous posts has been giving us some grief lately. Whether it&#8217;s the looming giant-ness of the project or worries of lack of innovation in gameplay, there have been lots of roadblocks keeping us from real progress on the game (which will henceforth be known as &#8220;The Big Project&#8221;). We&#8217;ve basically been trying to make this game since Sheepstacker, even though we&#8217;ve gone through lots of very different prototypes that hardly look like the same game. Yet they&#8217;ve all had something in common&#8230; they were big. Or at least big for a two person team to accomplish.</p>
<p>So with release seeming further away than ever, we took a step back and began rethinking our development strategy. After many days (weeks?) of back and forth, we&#8217;ve finally figured out what we&#8217;re going to do! We&#8217;re putting the Big Project on partial hold for the moment (&#8220;partial&#8221; meaning that if inspiration strikes, we&#8217;ll work on it), and in its place we&#8217;ll be working on two (yes, TWO) other projects in tandem.</p>
<p>These two projects will be smaller in hopes of actually finishing them in a reasonable time frame. Since they&#8217;re small, though, the gameplay needs to be: 1) very fun, 2) engaging, and 3) completely addicting. We&#8217;ve already completed the prototype for one of the games, and after a little focus testing we feel we&#8217;ve definitely got something that fits all of those criteria. The second prototype is underway but isn&#8217;t fully playable yet. Still, we&#8217;re really excited about the idea (both the gameplay and the theme). It&#8217;s certainly a lot of fun in my head!</p>
<p>I&#8217;ll have more information about these two games next week. As they&#8217;re smaller games, we&#8217;ll be able to reveal more about them sooner instead of sort of talking about them in code here on the site. Stay tuned!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.tinytimgames.com/2009/10/14/what-were-working-on-week-of-october-12-2009/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
