Art for SushiBomb!
É com prazer que anunciamos que a versão beta do nosso jogo já está disponível online para ser jogada. Isso mesmo, NÃO PRECISA DE IPHONE PARA JOGAR!!! Ajude-nos jogando, compartilhando e, se possível, respondam o questionário sobre o jogo.
Jogo – www.overtimestudios.com/beta/sushibomb
Questionário – www.overtimestudios.com/beta/sushibomb/questionario
Today we bring to you the first Sushibomb wallpaper, in three resolutions so you can choose the one who fits better your screen. Enjoy!
Today we bring the first poster for our upcoming game Sushibomb. For this piece we choose a minimalist art, revealing a glimpse of our character, the villainous Edward Hosso.
Trazemos hoje o primeiro poster do nosso vindouro jogo Sushibomb. Para esta arte escolhemos um estilo minimalista para revelar um relance de nosso personagem, o vilanesco Edward Hosso.
After the pixel version of the Overtime team drawn by Stiven, here’s an Illustration made by Costalonga of our office daily activities.
Stiven in the left, cranky as always, Jay in the middle, excited about something, and Costalonga seeing whats the fuzz is about with his traditional cup of coffe in hand.
Depois da versão em pixel do time da Overtime feita pelo Stiven, aqui vem uma ilustração feita pelo Costalonga das atividades diárias de nosso escritório.
Stiven na esquerda, carrancudo como sempre, Jota no meio, empolgado com algo, e costalonga vendo do que se trata o fuzuê com sua tradicional caneca de café em mãos.
Today’s post is a how-to develop to iOS devices. Well you must have a bunch of files, so I decided to create a step-by-step tutorial. First, for Mac OS X user. Windows users will be another post. So, let’s separate in parts:
1 – Get enrolled into iOS Dev Center.
2 – Get a certificate.
2.1 – Get a .p12 certificate. (Flash users)
3 – Create an App ID for your application.
4 – Create a mobile provision.
Before we get started, let me explain some of these items: We must have a certificate, authorizing your computer to develop for iOS Devices. Each application must have a unique App ID and, for development (not distribution), must have a mobile provision that allows some devices to install your application for test propose.
So, let’s get started (really):
1 – Get enrolled into iOS Dev Center
So, first of all, we need to be able to develop to iOS devices. Unlike Android, Apple charge this operation and can only accept international credit cards (or USA credit card). Access iOS Dev Center to do this.
Click on Enroll Now $99/year and, after, on continue. The site will ask if you already have a developer account. If not, create one.
So, basically, we have 2 types of license: Individual and Company. There are 2 main differences: the price ($99 against $299) and the number of licenses (only 1 against multiples developers). So, choose what’s better for you. I assume you are an Indie developer, so we’ll choose Individual.
Log in with your account and choose iOS Developer Program. You must read and accept the license terms.
In the last part, you have to download the pdf file, print it, fill all spaces and send it by FAX to Apple in this number: +1 (408) 862-7602. (For brazilians users, replace + to 00(xx)).
Now it’s a matter of time. It can take up to a month to Apple send you an-email approving your request. After that, follow the instructions on e-mail and you’re good to go.
2 – Get a certificate (Mac OS X)
I will only show how to do this on mac. Windows users must wait ’til other post.
Open Keychain Access in Applications.
In the upper bar, click on Keychain Access > Certificate Assistant > Request a Certificate from a Certificated Authority…
Fill the User Email Adress and Common Name (don’t have to fill the third space). It don’t have to be the same as iOS dev account. In Request is, select Saved to disk. Save the .certSigningRequest file to your disk.
Log in into iOS Dev Center and, in the right side, select iOS provisioning portal. Here we’ll make many things.
On the left side, click on Certificates. A new screen will appear showing you currently don’t have any certificate. Click on Request certificate button. In the new screen, in the bottom click on Choose File and selet the .certSigningRequest we have just created. Click on submit.
Your certificate status must be now on Pending Issuance. This occurs mostly for company licenses that a admin have to authorize the creation of a new certificate. For us, just refresh the page and status will be changed to Issued. Download the new file. It is a .cer file.
Back to Keychain Access, drag and drop the .cer file inside Keychain Access. It will add your certificate. It must appear an arrow on the left side. Click on it and will show your Key (a private Key). This is the Key that authorizes your Mac to develop for iOS devices.
For the users that use Xcode, skip step 2.1, ’cause Xcode will get your information from your keychain access, so you don’t have to generate a .p12 file.
2.1 – Get a .p12 certificate. (Flash users)
On Keychain Access, select Keys inside Category. It will appear 2 Keys: a private and a public. Control + click on the private key, select export and save your .p12 file.
3 – Create an App ID for your application.
Every application you will create must have an App ID to identify it on Apple Store. So, in iOS Provisioning Portal, click on App IDs. Click on New App ID. The first blank space is a name or description of your app. The second is your Bundle Identifier. This is the most important here. It must be a unique identifier. For convention, apple restricted bundle to com.companyname.appname. Example: com.eletronicarts.thesims. So, fill this space following the example.
*Your final bundle will have your team ID in front, so it will be, for example, A5UREBTVN3.com.companyname.appname. The team ID is filled by apple.
WARNING: Once App ID is created cannot be deleted. Yes, I know, this sucks. I have an “App test” that will be forever there. Apple says that they want to keep track of all App ID that is created.
4 – Create a mobile provision.
In the last step, we must authorize your device to receive your application. So, let’s add your device to iOS Provisioning Portal.
Click on Devices on iOS Provisioning Portal. So, currently, there’s no devices added. Click on Add device. Put a device name (for remember) and the device ID*. Click on Submit.
All right, we now have an App ID and the devices, let’s merge this informations together.
Click on Provisioning on iOS Provisioning Portal. Click on New Profile. Enter a profile name, select your certificate, your App ID and all the devices that will be allowed to use that App. Click on submit to add this provisioning to your certificate. If status is Pending, refresh your page, for the same reason as certificate. So, just download your mobile provision.
*This ID is an unique number that every iOS device have (similar to serial number). To get this number, connect your device to your Mac, open iTunes. Select you device and click on serial number. It will change to UDID composed by 40 letters/numbers. Add this UDID to device ID in iOS Provisioning Portal
Phew! How many thing to do! But now it’s over. With your Key (or .p12) and mobile provision you won’t have problems on testing your app on your devices. Now you have to add this files to your development software. Google how to do it, once each program have different ways to do. I will not explain all of it.
Good luck young developers, and welcome to Development world.
From time to time I want to post new things here in overtime’s blog, more than just new games incoming. I’m here today to tell you about a flash framework, called Starling.
This framework is the same framework that was used in Angry Birds. Yes, Angry Birds. Actually, I don’t like the game very much, as long the game is try and miss. But it’s personal and I’m not denying that the game made a huge success. So, if Angry Birds used it, it worths a try.
All started when we started developing for mobile and my first try was the blitting method. Well, actually it didn’t work. Searching where I mistaken my code, my research guide me to Starling. And, voilà, things started working. But, how does Starling work? What’s the mystery behind the code? The answer is: Stage3D.
Stage3D is a feature that comes in handy with Flash player 11 and Air 3. In few words, it takes all render processing and put it to process into GPU. Before Stage3D, you couldn’t “force” flash render at GPU. Stage3D is there to do this. What? You are asking my what are GPU and its difference from CPU? Okay, so, follow me.
CPU is Central Processor Unit while GPU is Graphics Processor Unit. So, GPU is the processor that takes cares off graphics processing. Well, not all graphics. That’s the confusing part. For example, vectors are not processed into GPU, since it is a Math calculation, so it will be calculated into CPU. Bitmaps are render into GPU.
So Starling transform everything to render into GPU and leaves CPU just to calculated other things, like collisions, movement… There’s a nice documentation into their site. There’s a step-to-step guide for beginners also. And guess what? It’s free and open source. I have just modified some part of the code to turn it better.
The site is: http://gamua.com/starling/.
From now on I will try to post some nice tricks that I learned myself into starling. So, follow us. If you have some doubt or just want some talk, e-mail us: email@example.com
De tempos em tempos eu vou postar novas coisas aqui no blog da overtime, mais do que apenas novos jogos que irão lançar. Estou aqui hoje para lhes contar sobre um framework em Flash, chamado Starling.
Este framework é o mesmo framework usado no jogo Angry Birds. Sim, Angry Birds. Na verdade, eu não gosto muito do jogo pois ele é um jogo de tentativa e erro. Mas é opinião pessoal e não estou negando que o jogo fez um enorme sucesso. Então, se Angry Birds usou, vale a pena tentar.
Tudo começou quando começamos a desenvolver para mobile e minha primeira tentativa foi o blitting. Bem, na verdade não funcionou. Procurando ou estava meu erro, minha pesquisa me guiou até Starling. E, voilà, as coisas começaram a funcionar. Mas, como funciona o Starling? Qual o mistério atrás do código? A resposta é: Stage3D.
Stage3D é a novidade que vem com a atualização do Flash player 11 and Air 3. Em poucas palavras, ele pega todo o render e processa-o no GPU. Antes de Stage3D, você não poderia forçar o flash a renderizar na GPU. Stage3D está aí para fazer isso. O que? Você está me perguntando o que é GPU e sua diferença para a CPU? Tudo bem, me siga.
CPU é Unidade de Processamento Central, enquanto GPU é Unidade de Processamento Gráfico. Então, GPU é o processador que toma conta de todo o processamento gráfico. Bem, nem todos os gráficos. Esta é a parte confusa. Por exemplo, vetores não são processados na GPU, uma vez que são calculos matemáticos, então ele será calculado na CPU. Bitmaps são renderizados na GPU.
Então Starling transforma tudo para ser renderizado na GPU e deixa a CPU apenas para calcular outras coisas como colisões, movimentos… Tem um ótima documentação no site deles. Tem um passo-a-passo para iniciantes também. E adivinhem só? É de graça e open source. Eu já modifiquei uma parte do código para torná-lo melhor.
O site é: http://gamua.com/starling/.
De agora em diante eu tentarei postar alguns truques que aprendi sozinho mexendo no Starling. Então, siga-nos. Se tiver alguma dúvida ou apenas quiser conversar sobre, nos mande um e-mail: firstname.lastname@example.org