Category: iPod touch

  • Creating a Theme for the iPhone

    Reader Ed sent me a message on Facebook asking how to go about creating a theme for the iPod touch/iPhone. Here’s a quick tutorial.

    First, an overview of what images you’ll need to create.
    Images Required
    As you can see listed above, you’ll need to create Dock.png, StatusBar.png and Wallpaper.png. As well as an Icons folder. It should be noted that none of these are absolutely required, you can easily make a theme without a Wallpaper.png, etc.

    Create a folder named after your theme, then store the files listed above in said folder.

    More details after the jump.
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  • Hijinks Reviews: Tris

    Pros: Touch screen controls actually improve this game. Closest to a perfect Tetris port if we ever saw one.

    Cons: While easy to use, at the very high levels the touch controls aren’t quite as fast as the old D-pad.

    Developer: Noah Witherspoon (Two Finger Play)

    Version Reviewed: 0.6

    Platform: iPhone and iPod Touch

    Ever since the days of playing Tetris on my old black and white Gameboy I’ve held a special place in my heart for blocks falling from the sky. And interestedly enough, I haven’t seen anyone make improvements to that D-Pad and A and B buttons I used all those years ago. I can honestly say that I didn’t expect to see a good Tetris port on the iPhone/Touch. Not that I didn’t expect to see Tetris, but I thought they would try to overlay buttons on the screen (a’la Yeti3D) and things would just get awkward. Thankfully, they didn’t. Full review after the jump. (more…)

  • iPhone SDK Beta 4

    Hot on the heels of their earnings call, Apple released the fourth version of the iPhone SDK beta. The SDK now supports OpenGL ES for the iPhone simulator.

    The fourth beta version of the iPhone SDK includes Xcode IDE, iPhone simulator with Open GL ES support, Interface Builder, Instruments, frameworks and samples, compilers, and Shark analysis tool.

    You can grab the update by logging into the iPhone Developer Center and clicking the download link.

  • Hijinks Inc. Repo is Online

    I’m happy to announce that after much pain and agony, the Hijinks Inc. Repo is now online. To access all the sweet goodness (which currently only includes my eGlass Redux theme) just add http://i.hijinksinc.com to your Sources list in Installer.app.

    You’ll find the eGlass theme listed under Hijinks Inc. in the category list.

    If you have any problems adding the source, let me know in the comments. Seeing as there is little to no documentation on how to create your own repo I had to guess/copy & paste/edit and try again/cross my fingers and pray… so please bear with me while I iron the kinks out.

  • Hijinks Reviews: Noiz2sa

    Pros: The pretty colors and shapes make it into this port of the indie classic.

    Cons: Nearly impossible to play anything but the easiest levels. Lacks the music and polish of the actual game.

    Developer: Original game: Kenta Cho. Ported by: Lazrhog.

    Version Reviewed: 1.0

    Platform: iPod Touch and iPhone

    Noiz2sa is a Kenta Cho game. If this means nothing to you, you’re not alone. Kenta Cho isn’t exactly a household name for most people. He is a, and prehaps the, premier indie shooter developer. A quick look at his website reveals an extensive library of his games (mostly vertical shooters). From a design standpoint, I like his games. He captures that colorfully eclectic style that seems to be all the rage in Japan, and keeps the gameplay simple and fun.
    Why then did I give it a 2 out of 5? Because either by design or by mistake in Lazrhog’s translation this game is impossibly hard to play. No amount of finger sliding can keep me alive for longer then 30 seconds. But I’m getting ahead of myself here.

    Noiz2sa - SplashNoiz2sa1

    Gameplay in Noiz2sa revolves around shooting brightly colored squares that revolve around bigger squares over a vector graphic cityscape. Shooting them causes them to explode, releasing a small spinning blocks of four grey squares. Collecting these segmented blocks is how you score points and how you stay alive. For every block you collect you get a certain number of points and +10 to your shield to a maximum of 1000. Theoretically, if you could continue to collect blocks faster then you’re getting hit. This theory gets blown to bits almost as fast as you do in this game. Projectiles seem to hit for anywhere between 200-800 points, and in the harder stages its just flat out impossible to stay alive.
    Accepted design philosophy would dictate that you should create a game that people want to keep playing. After a few minutes of watching “Game Over” pop up every 30 seconds I was ready to quit and go back to playing Pool.

    Noiz2sa - Level SelectNoiz2sa2

    I had a pretty good time playing level 1. I could dodge the projectiles and keep my shields up while enjoying the cool landscape I was flying over. By level 5 it was a lost cause. On the ‘Endless Hard’, ‘Endless Extreme’, ‘Endless Insane’ stages I’m lucky to stay alive 20 seconds.

    Out of curiosity I downloaded the actual game from Kenta Cho’s website and played that for the purpose of comparison. I’m glad I did, because it’s definitely not the same game. For one thing, the music is fantastic and adds a lot to the experience (no music in this port). It’s still not easy, but it makes me feel like I’m playing a game and not some LSD junkie’s fantasy gone horribly wrong. I say that to make one thing clear: Noiz2sa is a great indie shooter. This port to the iPhone and the Touch is not.