Tag Archive for 'prophetic sky'

Knights vs Aliens/Bears – Who is our Best Audience?

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So, last weekend we released Knights vs Aliens ($3) and a free version, Knights vs Bears, both for the iPhone and iPad.  Though they’ve only been on the market for a few days, we thought we’d publish some of the sales data we thought was interesting. Knights vs Bears has been our most successful free […]

To Tell the Worlds Stories

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“To Tell the World’s Stories” is our mission statement at Prophetic Sky. It sounds exciting, doesn’t it? Everyone loves stories – we watch them on television and in movies, we read them in books and in comics, we imagine them at night in bed. But what is a story, exactly? Merriam-Webster Online has an answer, […]

iOS Development Optimizations Part 5 – Referencing Entities

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For the next couple articles I’m going to get a little bit more technical, and start delving down into the murky depths of our game engine. If you’ve done any development for OS X or iOS, you know that apple’s preferred language is Objective-C. †Their top-level frameworks and APIs all use Objective-C to interface and, […]

iOS Development Optimizations Part 4 – Pathfinding

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Tower Defense and Hero Defense are actually quite different in terms of pathfinding. For Hero Defense, we had to statically create a nav-mesh at design time, and all of our entities – player and foe alike – navigated it using A* at both the high level and the local level. Since we had so many […]

iOS Development Optimizations Part 3 – Resource Management

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Even having done everything we could to minimize the number of textures we needed to load, there was still room for improvement. Sprite sheets were tightly packed, the entire level was rendered into its own texture set, and we’d even run all of the textures through Apple’s PVR compression to cut the file size down […]

iOS Development Optimizations Part 2 – Map Design

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The key to having great content is having great tools. Well, that, talent, and dedication. We do have a great map editor that we use for our level design, though. †Not only does a custom-built tool make designing our levels much easier, it allowed me another opportunity to apply some optimizations. For Townrs Defender, we […]

iOS Development Optimizations Part 1 – Sprite Engine

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In the time between Townrs Defender and Spires, I had the opportunity to rework the sprite engine to optimize performance in many ways. †You may remember that Townrs Defender had a number of, in particular, memory issues – on older devices it would frequently have to disable music to guarantee it would run. †So, memory […]