Addicus Reviewed by AppBoy

Feb 9, 2010   //   by Derek van Vliet   //   In the Media  //  No Comments


Addicus received its most favourable review yet from AppBoy today. Hillel Fuld awarded it a perfect score of 5 out of 5 and declared that it is “among my top ten favorite games on the iPhone platform”. Here’s my favourite quote because I can relate:

I know I have used the word “addictive” to describe a few games, but I showed this game to my wife just yesterday, and literally had to grab the iPod out of her hand after four games of Addicus.

Read the full review here

Poptweets – A first look at our Twitter-driven iPhone game!

Feb 5, 2010   //   by Matt Coombe   //   Announcements, Development  //  1 Comment

We’ve been hard at work on our next game for the iPhone and iPod touch and we’d like to share a few screenshots with you. Poptweets is an awesome trivia game that draws all its content from many of your favorite celebrities and personalities. All content in the game comes directly from a social network you may have heard of – Twitter!

Poptweets is near completion and we’ll have plenty more information on it over the next few days!

Poptweets - Get Set Games

Poptweets - Get Set Games

Addicus Update Now Available Featuring OpenFeint 2.4!

Jan 7, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

Update_shroom
Both Addicus and Addicus Free have been updated on the iPhone App Store! We updated both of them to include the feature-packed new version 2.4 of OpenFeint’s social gaming network.

Here are just a few of the new features you’ll enjoy with this version:

  • See when your friends are online!
  • Send instant messages to your friends!
  • Take part in the Addicus Fan Club!
  • Discover other OpenFeint-enabled games!

Keep on popping those mushrooms!

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How to Open the SMS App With a Phone Number

Dec 24, 2009   //   by Derek van Vliet   //   Development  //  No Comments

It’s the day before Christmas, so this is the last post in our advent tip series. We’ve really enjoyed writing about so many little things that are so easily accomplished with the iPhone SDK and we hope that they’ve helped you in developing your iPhone apps. This may be the last blog post in this series, but you can be sure we’ll still be writing about our adventures with iPhone, cocos2d and OpenFeint development.

Less Yap, More Tip

Today’s advent tip is how to open the Messages app (aka the SMS app) with a specific phone number populated in the To: field. This is accomplished with great ease because the iPhone has implemented the sms: URI scheme. Therefore, we can use the UIApplication class’ openURL method, which we have seen before when we discussed how to dial a phone number, pre-compose an email, and yes, even open a URL.

So here it is: the one line of code you need to pop open the SMS app with a phone number:

[[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"sms:5555555555"]];

How to Suspend Touch Input

Dec 23, 2009   //   by Derek van Vliet   //   Development  //  No Comments

Have you ever encountered a situation where you wish you could just pause and resume touch input while developing an iPhone app? Sure, you could always increase the complexity of your input handling by considering the state of any number of variables, but there are some times when just switching input off and on would be easiest.

We had a number of cases like this when developing Addicus. In particular, because we have both the game and game over screens operating in a single cocos2d scene, we were noticing some bugs that occurred because of the way we handled input. This was solved by suspending input for brief periods of time.

Input Goes Off

Here’s how to tell your iPhone app to stop responding to touch events in just one line of code:

[[UIApplication sharedApplication] beginIgnoringInteractionEvents];

Input Goes On

And as you might expect, resuming responding to touch input events is similarly easy:

[[UIApplication sharedApplication] endIgnoringInteractionEvents];

Addicus Now On Sale for $1.99 – Just in Time For Christmas!

Dec 23, 2009   //   by Derek van Vliet   //   Announcements  //  No Comments

Sale_shroom

In celebration of the season, we’re happy to announce that Addicus is now on sale for the extra low price of $1.99.

The reviews have been piling up and the consensus is in: Addicus is a must-have puzzle game for the iPhone.

If you’re doing some last minute Christmas shopping on the app store, or if you’re looking for the best puzzle game to load onto your freshly unwrapped iPhone, then look no further than Addicus.

Merry Christmas from Get Set Games!

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How to Log to the Console Using NSLog

Dec 22, 2009   //   by Derek van Vliet   //   Development  //  1 Comment

Xcode has a built in console that provides an invaluable debugging tool for iPhone app development. It gives you a way to monitor text output from your app live at runtime. It works both for apps being debugged in the simulator and on a device.

NSLog

Logging statements to the console is just as easy as you would expect it to be in iPhone app development. Just run the NSLog function like so:

NSLog(@"hello world");

Format Specifiers

The NSLog statement also supports string formatting specifiers, so you can also output the values of variables to the console with just one line. Below are some examples:

NSString * str = @"hello world";
NSLog(@"%@", str);
 
int num = 10;
NSLog(@"%i", num);
 
float price = 1.99;
NSLog(@"%f", price);

How to Upgrade Your iPhone Game to OpenFeint 2.4

Dec 21, 2009   //   by Derek van Vliet   //   Development  //  1 Comment

If you were watching twitter this week, you might have heard that OpenFeint 2.4 was quietly released to developers. This update surely stretches the definition of “point release” because it is packed with awesome new features as well as a complete overhaul of the interface.

If you are upgrading to OpenFeint 2.4 from a previous version, then it is not as easy as replacing the source code. However, it is still quite easy to make the upgrade if you just keep a few things in mind. Here’s what you need to know:

Disabling Chat

If you were previously disabling the chat feature in order to meet a certain parental ratings requirement, then you would be doing so by passing the OpenFeintSettingDisableChat setting into the initializeWithProductKey method. Since chat is not the only user-genereated content in OpenFeint 2.4, this setting name has been changed to OpenFeintSettingDisableUserGeneratedContent. Below is the new way to initialize OpenFeint with chat (and all user-generated content) disabled:

NSDictionary* settings = [NSDictionary dictionaryWithObjectsAndKeys:
			[NSNumber numberWithInt:UIInterfaceOrientationLandscapeRight], OpenFeintSettingDashboardOrientation,
			@"Addicus", OpenFeintSettingShortDisplayName,
			[NSNumber numberWithBool:YES], OpenFeintSettingDisableUserGeneratedContent,
			nil];
 
OFDelegatesContainer* delegates = [OFDelegatesContainer containerWithOpenFeintDelegate:self
								andChallengeDelegate:self
								andNotificationDelegate:self];
 
[OpenFeint initializeWithProductKey:@"MY_PRODUCT_KEY"
			andSecret:@"MY_PRODUCT_SECRET"
			andDisplayName:@"Addicus"
			andSettings:settings
			andDelegates:delegates];

New Library Dependencies

If you replaced OpenFeint 2.3.x in your project with the new 2.4 source, you might have gotten a bunch of nasty errors upon building it. This is because the OpenFeint 2.4 requires more libraries to be added to your target. You need to add the following 3 frameworks to your target to get your OpenFeint 2.4 game to build successfully:

  • CFNetwork
  • CoreLocation
  • MapKit




Achievements and Social Networks

In OpenFeint 2.4, unlocking an achievement no longer prompts the user to notify their friends on Twitter and Facebook by default. However, you can restore this behaviour by setting the OpenFeintSettingPromptToPostAchievementUnlock setting to be true at the time of initialization. Below is how to initialize OpenFeint 2.4 with prompts to post achievements to social networks enabled:

NSDictionary* settings = [NSDictionary dictionaryWithObjectsAndKeys:
			[NSNumber numberWithInt:UIInterfaceOrientationLandscapeRight], OpenFeintSettingDashboardOrientation,
			@"Addicus", OpenFeintSettingShortDisplayName,
			[NSNumber numberWithBool:YES], OpenFeintSettingPromptToPostAchievementUnlock,
			nil];
 
OFDelegatesContainer* delegates = [OFDelegatesContainer containerWithOpenFeintDelegate:self
								andChallengeDelegate:self
								andNotificationDelegate:self];
 
[OpenFeint initializeWithProductKey:@"MY_PRODUCT_KEY"
			andSecret:@"MY_PRODUCT_SECRET"
			andDisplayName:@"Addicus"
			andSettings:settings
			andDelegates:delegates];

How to Play a Video With MPMoviePlayerController

Dec 20, 2009   //   by Derek van Vliet   //   Development  //  6 Comments

Splash screens, cutscenes, tutorials or just good old content. There are plenty of reasons to need to play a video in your iPhone app. Here’s how to do it in 3 simple steps:

1. Add the MediaPlayer framework to your target.

2. Import the MediaPlayer header file in the file you intend to begin playing the video in, like so:

#import <MediaPlayer/MediaPlayer.h>

3a. Now we can stream a video from the internet like so:

NSURL *url = [NSURL URLWithString:@"http://www.example.com/myvideo.m4v"];
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:url];
[player play];

3b. Alternately, we can stream a video that you include in your app bundle. To stream a file called myvideo.m4v, you would run the following code:

NSString *path = [[NSBundle mainBundle] pathForResource:@"myvideo" ofType:@"m4v"];
NSURL *url = [NSURL fileURLWithPath:path];
 
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:url];
[player play];

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