Mega Jump Reviewed By Appmodo – “Rich Gameplay!”

May 8, 2010   //   by Derek van Vliet   //   In the Media  //  No Comments


In addition to being well-received at the Toronto Comic Arts Festival today, Mega Jump was also the subject of another highly positive review. This time it was from Appmodo. Nikhil Katti writes:

“The graphics are … the best combination possible with the cartoon eye bulging of the character to the animations that will most undoubtedly put a toothy grin on your face.”

“Think of a Doodle Jump, but so much more!”

“You’ll be amazed with how long you’re going to be playing! Cheap price, but rich gameplay!”

Read the full review here

Thanks, Toronto Comic Arts Festival – We Had a Blast!

May 8, 2010   //   by Derek van Vliet   //   Events  //  1 Comment

Toronto Comic Arts Festival

We had a great time at the Toronto Comic Arts Festival this morning. It was great to meet so many nice people and talk turkey about iPhone games. We got tons of great feedback on our works including Mega Jump. You can be sure that we plan to act on that feedback very soon.

Thanks so much to everyone who came by!

Mega Jump Reviewed By AppAdvice – “You’ll Be Hooked”

May 8, 2010   //   by Derek van Vliet   //   In the Media  //  4 Comments

Mega Jump continues to build steam. It has just received its first official review and it’s a great one. From the sounds of it, Trevor Sheridan of AppAdvice had as much fun playing Mega Jump as we had making it. He writes:


“From playing this game way longer than I originally set out to do I found this to be the most addictive game in all the various casual endless games I’ve reviewed.”

“From the first second you play this game you’ll be hooked.”

“This is one of the best casual endless games out there.”

Read the full review here

Mega Jump Makes a Great First Impression

May 7, 2010   //   by Derek van Vliet   //   In the Media  //  No Comments

Mega Jump has begun climbing up the charts on the App Store and people are taking notice. Pocket Gamer chimed in with these kind words:

“It’s the power ups that really make the experience fun though with the usual array of wacky boosts to collect, magnets to attract more gold coins, and monsters to avoid.

The game’s presentation is really good too with eye-popping graphics and punchy sound effects.”


The Mega Jump Facebook Page is growing quickly, where some bold comparisons are being made:

“Mega Jump is the Sonic the Hedgehog to Doodle Jump’s Super Mario Brothers.”

“Reminds me of the beautiful painted backgrounds of Critter Crunch!”

Meanwhile, the fine folks in the Touch Arcade forums have been especially supportive of Mega Jump, providing tons of encouraging comments and some terrific brainstorming of new ideas for future updates:

“Wow, this game just ROCKS!!
Frantic! The presentation is wonderful, really like the character.
But the best thing are the various power ups like magnets, bombs, ballons and many more….
This game is perfect for quick session and is a lot more exciting than Doodle Jump… way better, I think. Really one of my new favorite jumping games”

Mega Jump is Now Available for iPhone and iPod Touch – Start Jumping!

May 5, 2010   //   by Derek van Vliet   //   Announcements  //  1 Comment

Mega Jump

We are thrilled to announce that Mega Jump is now available for the iPhone and iPod Touch!

Mega Jump is what happens when you take a jump game and pump it full of gorgeous graphics, potent powerups and abundant arcade action. The goal of the game is to jump, leap, vault, boost and rocket to the greatest heights imaginable. You’ll guide an adorable little monster on an adventure from a jungle, through tree-tops, above mountains, past the horizon, into outer space and then who knows where!

Are you tired of doodling around? Then get Mega Jump now and start an epic journey!

Get Set’s Newest Game: Mega Jump

Apr 30, 2010   //   by Matt Coombe   //   Announcements  //  3 Comments

We’re happy to announce that Get Set Games has submitted its latest game to Apple for approval! The game is titled Mega Jump and features a little monster character you may recognize.

Mega Jump is an Action/Arcade jumping game where the goal is to climb as high as possible through beautiful multilayered, hand painted backdrops while collecting as many coins, power ups, boosts, combos and loot pickups as possible. While Doodle Jump is an obvious inspiration, we’ve pushed the graphics and arcade action as far as we could to make the game incredibly fast paced and explosive.

Our tiny protagonist will be battling his way from the placid mossy earth of the forest floor through the treetops, ruins, sunlit clouds, and up to the moon and galaxy beyond!

Get Set Games Sponsors TOJam

Apr 22, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

We’re thrilled to announce that Get Set Games is going to be a sponsor of this year’s TOJam. For the uninitiated, TOJam is an annual game development jam that takes place in Toronto, Canada. Hundreds of game developers come from all over the place to tackle an ambitious goal: make a game in a weekend.

Get Set Games historians will tell you that we started this company after participating in numerous game dev jams together. We have participated in all 4 TOJams to date. And one of our developers, Rob Segal, is an organizer for TOJam. So it means a lot to us to be able to be able to sponsor this year’s event.

The event starts tomorrow, April 23 and runs until Sunday, April 25. Registration is completely full. We will be there all weekend working on a completely awesome new game for the iPhone/iPad. There are sure to be many good times.

Hope to see you there!

How to Animate Sprites in cocos2d

Apr 18, 2010   //   by Derek van Vliet   //   Development  //  41 Comments

One of the most frequently asked questions I see about cocos2d for iPhone is “how do you animate sprites?”. This was also one of the first questions we had when developing Addicus.

It’s actually quite simple to do using cocos2d’s CCSpriteSheet, CCSprite and CCAnimation classes. These classes take a texture atlas and switch between frames at regular intervals. In other words: animation!

Here is how to animate a sprite in cocos2d in 5 steps. You can also download the code for this blog post.

1. Create Your Animation Texture Atlas

First you need to combine all of the frames of your animation into a single graphic, called a texture atlas. You can do this by hand in an image editor like Photoshop, simply by copying and pasting all of the frames of your animation into a single file. Alternatively, there are atlas generating tools that will take a batch of image files and compile them into a texture atlas in just a couple of clicks.

I recommend using a Flash-based tool called Zwoptex because it is officially supported by cocos2d.

Once you’re done, you should have an image that contains all of the frames of your animation such as the one below:

Grossini Dance
Incidentally, this image is included in the cocos2d distribution.

2. Create a CCSpriteSheet

Once we have the texture atlas, it is time to get coding. The following code would go in the init method of a CCScene sub-class.

The first step in code is to create an instance of a CCSpriteSheet using your texture atlas and child it to a node in the scene. In this case we are childing it to the CCScene itself.

CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"grossini_dance_atlas.png"];
[self addChild:danceSheet];

3. Create a CCSprite Using Your CCSpriteSheet

Next we create a CCSprite that uses the texture of the CCSpriteSheet that we just created. We then child it to the CCSpriteSheet. The rect that we initialize the CCSprite with is the first frame of the animation.

CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 85, 121)];
[danceSheet addChild:danceSprite];

4. Create a CCAnimation

Next we need to create a CCAnimation instance and add all frames of the animation to it. In the case of this texture atlas, we know all of the frames are the same size and there are 14 of them, so we can use a nested loop to iterate through them all and break the loop when we finish adding frame #14.

CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f];
int frameCount = 0;
for (int y = 0; y < 3; y++) {
	for (int x = 0; x < 5; x++) {
		CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*85,y*121,85,121) offset:ccp(0,0)];
		[danceAnimation addFrame:frame];
		if (frameCount == 14)

5. Run the CCAnimation on the CCSprite

Finally, we need to create a CCAnimate action instance which we can run on the CCSprite. Below, we also wrap the CCAnimate action in a CCRepeatForever action that does what you would expect: repeats the animation… forever.

The last line actually plays the animation on the sprite using the runAction message.

CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation];
CCRepeatForever *repeat = [CCRepeatForever actionWithAction:danceAction];
[danceSprite runAction:repeat];

Putting it All Together

Here is what the above code looks like in a CCScene init method:

//  DanceScene.m
//  GrossiniDance
#import "DanceScene.h"
@implementation DanceScene
-(id)init {
	self = [super init];
	if (self) {
		// create the sprite sheet
		CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"grossini_dance_atlas.png"];
		[self addChild:danceSheet];
		// create the sprite
		CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 85, 121)];
		[danceSheet addChild:danceSprite];
		// position the sprite in the center of the screen
		CGSize s = [[CCDirector sharedDirector] winSize];
		danceSprite.position = ccp(s.width/2,s.height/2);
		// create the animation
		CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f];
		int frameCount = 0;
		for (int y = 0; y < 3; y++) {
			for (int x = 0; x < 5; x++) {
				CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*85,y*121,85,121) offset:ccp(0,0)];
				[danceAnimation addFrame:frame];
				if (frameCount == 14)
		// create the action
		CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation];
		CCRepeatForever *repeat = [CCRepeatForever actionWithAction:danceAction];
		// run the action
		[danceSprite runAction:repeat];
	return self;

Addicus HD for iPad Updated – Now Includes OpenFeint Leaderboards, Achievements, Challenges

Apr 15, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

Addicus HDThanks to everyone for making Addicus HD a Top 25 Arcade game and a Top 25 Puzzle game on the iPad. Yet another update to the game just went live on the app store. Here’s what is new in this version:

  • You asked for it: OpenFeint support!
  • Worldwide Online leaderboards!
  • 70 unlockable achievements worth 1,000 gamerscore!
  • Challenge your friends to beat your score!
  • Twitter and Facebook integration!
  • minor bug fixes


Poptweets for iPhone Updated to Version 1.0.2

Apr 12, 2010   //   by Derek van Vliet   //   Uncategorized  //  No Comments

PoptweetsAn update to Poptweets is now available on the app store. Here is what’s new:

  • When you run out of tweets to play, more are downloaded from the web – endless fun!
  • Minor bug fixes

Thanks to everyone for making Poptweets a Top 25 Trivia game on the app store!



Our Games

Latest Tweets