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Messages - mutantandy

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Hi guys,

We posted a while back in August searching for people who wanted to be involved in testing our first self-published game Half-Inch Heist.  You can view the original post here:,6690.msg37250.html#msg37250

Well, thanks to the great response from you lot we've been able to give the game a ruddy good testing, and the feedback was really positive, with some good points we hadn't considered. So a big thank you to those of you who helped test, and for the overall support of the flixel forums :)

4(ish)months later, we finished it (YAY!).  You can view the trailer for the full game on the website:

We're going to release the game on the 24th (that's a week on Thursday!) Looking forward to seeing some of you on the leaderboards ;)

If you download and play the game and have any questions regarding the development fire away, I'll answer as best as I can :)

Thanks again everyone!

Mutant Labs

Hey everyone,

We've moved the Beta sign-up to make way for our minisite  You can still sign up for the beta by going here:

Cheers :)

Hey everyone,

We're called Mutant Labs, based in Plymouth, Devon (South-West UK).  We've been working on our first self-published iOS title - 'Half-Inch Heist'.  This game has been made with the Flixel template / libraries for iOS.  I'll be posting up some dev blogs about how I did overcame some of the problems I had, but if there's anything in particular you want to know about, let me know :)

So here's the basic game backstory...

Steal the diamond, dodge the security, escape the vault.

Dr. Puss has thieved a priceless gem from the crown jewels and hidden it in the farthest reaches of his ridiculous security vault.  Itís your mission to get it back. Using only your wits and your finger, you need to nab the diamond, avoid the waves of enemies, destroy the bosses and escape unharmed.  Itís action-packed, diamond heisting on a tiny scale!

Gamplay / teaser trailer to follow shortly...

And obligatory screenshots

What do you guys think so far?  The game will be released within the next couple of months. 

We're after some beta testers who can have a play and give us some sweet, sweet feedback.  If you do leave us feedback on our online form you'll be credited in the final game (as your name or handle, feel free to specify what you want to be called).  The beta is only up to level 4 boss at the moment, but it's a pretty solid game so all the kudos in the world if you get there.

So, beta sign up is here:
Once you've had a good ol' play, click the banner on the title screen of the game or go to and click the leave feedback button.

Any thoughts, comments or suggestions are greatly appreciated.


iOS / Re: Facebook integration
« on: Mon, Jul 9, 2012 »
Ah cool!  I knew about the Facebook integration stuff, but I didn't know about the Chinese SNS integration too.  That's great.  Looking forward to the official release of iOS 6 even more now :)

iOS / Facebook integration
« on: Fri, Jul 6, 2012 »

So I've just implemented Facebook publishing to my news feed in my game, thought I would share the way I did it.  I'm not sure if it's the perfect way, but it seems to have the desired effect.

To start, follow the instructions on on setting up your app and add the Facebook iOS SDK files to your project.   Then to make it work in the game, see below.

One of my main issues was, I wanted to avoid having people sign in to Facebook as soon as the app opens, and would rather people only have to sign in if they want to post their score to Facebook.  So I put the initialisation code for Facebook in the FlxGame class.  In the header file add the properties:

@property (nonatomic, retain) Facebook *facebook;
@property (nonatomic, retain) FlashFunction *facebookCallbackFunction;

And add the function:

-(void)initFacebookWithCallback:(FlashFunction *)flashFunc;

Then in the main class add the following functions:

-(void)initFacebookWithCallback:(FlashFunction *)flashFunc
    facebookCallbackFunction = [flashFunc retain];
    facebook = [[Facebook alloc] initWithAppId:@"YOUR-APP-ID" andDelegate:self];
    NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
    if([defaults objectForKey:@"FBAccessTokenkey"] && [defaults objectForKey:@"FBExpirationDateKey"])
        facebook.accessToken = [defaults objectForKey:@"FBAccessTokenKey"];
        facebook.expirationDate = [defaults objectForKey:@"FBExpirationDateKey"];
    NSArray *permissions = [[NSArray alloc] initWithObjects:@"read_stream", @"publish_stream", nil];
    if(![facebook isSessionValid])
        NSLog(@"User has not previously logged in");
        [facebook authorize:permissions];
        [permissions release];
        NSLog(@"User previously logged in");

    NSLog(@"Facebook did login successfully");
    NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
    [defaults setObject:[facebook accessToken] forKey:@"FBAccessTokenKey"];
    [defaults setObject:[facebook expirationDate] forKey:@"FBExpirationDateKey"];
    [defaults synchronize];
    [facebookCallbackFunction execute];

There's a bunch of other functions you need as part of the FBSessionDelegate and FBRequestDelegate protocols.  I've just got these logging out when they run at the moment but will flesh out down the line.

OK, so that's the FlxGame class stuff done.  There's another little bit of housekeeping you need to do before it'll do anything.  In the AppDelegate, put the following functions:

-(BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url
    return [[game facebook] handleOpenURL:url];

-(BOOL)application:(UIApplication *)application openURL:(NSURL *)url sourceApplication:(NSString *)sourceApplication annotation:(id)annotation
    return [[game facebook] handleOpenURL:url];

Next we need to run the Facebook functions and publish things.  So I did this in my end-game screen so users can publish the scores to their feed.  Add your share to wall button in the create function (or whenever you want to initialise it) with the following code:

shareOnFacebookButton = [[FlxButton alloc] initWithX:130.0f y:255.0f callback:[FlashFunction functionWithTarget:self action:@selector(fbShareHandler)]];
[shareOnFacebookButton loadGraphic:[FlxSprite spriteWithGraphic:@"facebook_btn.png"]];
[self add:shareOnFacebookButton];

And add these functions to publish it things:


    //This line starts up Facebook
    [[FlxG game] initFacebookWithCallback:[FlashFunction functionWithTarget:self action:@selector(postScoreToWall)]];

    //This line will run the function that publishes to you wall
    [self postScoreToWall];

//This function publishes the score to your wall
    NSMutableDictionary *params = [NSMutableDictionary dictionaryWithObjectsAndKeys:
                                   @"My test app", @"name",
                                   @"", @"link",
                                   @"FBTest app for iPhone!", @"caption",
                                   @"This is a description of my app", @"description",
                                   @"Hello this is a test message", @"message",
    [[[FlxG game] facebook] requestWithGraphPath:@"me/feed" andParams:params andHttpMethod:@"POST" andDelegate:[FlxG game]];

Then give it a test, hopefully that all works.  This is the way I did it.  If anyone knows a better way I'd gladly hear it.

iOS / Re: Drawing a Line
« on: Mon, Jun 11, 2012 »
OK, so I found the easiest way to get this working quickly is to use option 3.  I've made a sprite thats the size of the screen (corner to corner) and then I use sprite.height to adjust the amount shown.

I have hit another snag now, when I rotate the laser the collision detection will of course not rotate as well, so now I think I'm going to need to adjust FlxObject to take the rotation into account.  I'm working on this today so will hopefully be able to post up what I come up with soon.  I'll post it up in another topic called rotational collision detection or something as it isn't really relevant to this line drawing one.

If anyone can shed more light on the drawing line problem then I am still very keen to hear them. The method I've chosen is particularly memory heavy and probably not best practice.


iOS / Drawing a Line
« on: Wed, Jun 6, 2012 »

I've been looking at drawing a line today.  Basically I need to draw a "laser" that shoots from a "laser cannon" which can move and/or rotate.  Now, in my naivity, I assumed that a single pixel scaled along x to the width required would be the way to go, but alas, when rotated, the scale multiplier remains along the x axis and does not rotate with the sprite, giving an awkward effect.

Before embarking on a lengthy mission of trial and error to find the best way, I thought I might ask around and see if anyone has done anything like this before on iOS, or if anyone with more experience can shed some light on the most optimal practice going forward. 

As far as I can see, I have the following options:
1. FlxGroup - I could draw many single pixel objects along a line, throw them all in a group and then rotate that group around a fixed point.  Aliasing may be a bit tricky here, but it does offer some versatility for bending the line...
2. OpenGL - I could go deep and draw the line using openGL.  I only really want to do this as a last resort as this may take quite some time.  Also, I will need to write a seperate collision detection algorithm for this, which won't be overly difficult.  Also it would be nice to make this versatile enough that anyone could use it with a single pixel image.
3. Long-line pre-rendered - I could make a long line, and then mask the line by editing FlxSprite.width.  This seems to me to be the easiest option, but probably uses the most memory.

It's my first post, so hopefully people will find this useful/intriguing.



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