iUridium II available on App Store!

iUridium II released to App Store for free !!!

Have a fun !!!


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iUridium temporarily withdrawn from App Store

iUridium is temporarily withdrawn from the App Store.

It will be online very soon!

Thank you for your patience!
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iUridium FREE on the App Store!

To celebrate 2 years since published, iUridium will be for 1 day only (20.01.2014.) available from the App Store for FREE!

Enjoy!

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iUridium Source v2.2.1 released!

I am happy to inform you that version 2.2.1 of iUridium source has been released!!! This is source package of iUridium version 2.2 released to the App Store.

Major changes introduced in this version:

* Support for iOS 6 and iPhone 5
* Integrating Facebook SDK 3.1.1
* Redesign of Facebook score share scene (using cocos2d CCScene/CCLayer classes, avoiding usage of additional UIViewControllers)
* Solving Game Center orientation bug
* Minor bugs fixing
* Code refactoring

More information about iUridium source code can be found on Source Code page.

For all buyers of previous versions: update links will be sent to your email in next few days!.


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iUridium v2.2 update available on App Store!

iUridium v2.2 is released and available on App Store!

It includes:
– Support for iOS 6 and iPhone 5
– Support for Facebook SDK 3.x
– New Facebook score submit scene
– Solving Game Center orientation bug
– Minor bugs fixing

Enjoy!

IMPORTANT: New iUridium source package (v2.2.1) version should be released in couple of next weeks. It is source package version of iUridium v2.2. Some of the major updates in this version:
– Integrating Facebook SDK 3.1.1
– Redesign of Facebook score share scene (using cocos2d CCScene/CCLayer classes, avoiding usage of additional UIViewControllers)
Major refactoring of code


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iUridium Source v2.2 released!

I am happy to inform you that version 2.2 of iUridium source has been released!!!

Major changes introduced in this version:
* iUridium source code migrated to cocos2d 2.0
* Support for Facebook SDK 3.0
* Code refactoring

More information about iUridium source code can be found on Source Code page.

Note that iUridium source in version 2.2 includes two different packages:
– iUridium project using cocos2d 1.0.1
– iUridium project using cocos2d 2.0

For all buyers of previous versions: update links will be sent to your email in next few days!.


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iUridium FREE on the App Store!

To celebrate 6 months since published, iUridium will be for 1 day only (31.05.2012.) available from the App Store for FREE!

Enjoy!

UPDATE: During free app day, more then 200 downloads of iUridium! Enjoy it and spread a word!.


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iUridium v2.1 update available on App Store!

I am happy to inform you that iUridium v2.1 has been released and is available on App Store!

This version includes:
– Collision detection improvement
– Minor enhancements and bug fixes

Enjoy!


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iUridium Source v2.1 released!

I am happy to inform you that version 2.1 of iUridium source has been released and can be found on Source Code page. This update corresponds to app version update as is submitted to App Store.

Major changes introduced in this version:
* Re-implemented collision detection between Manta and Dreadnaught’s obstacles using Box2D. You will learn how to use Box2D for collision detection between main game player and Tiled Map objects.
* Minor enhancements and bug fixing

For all buyers of previous versions: update links will be sent to your email in next few days!.


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iUridium review on app-or-not.com

Guys from app-or-not.com reviewed iUridium. Find it at http://app-or-not.com/?page=view_app&id=79.

I would agree that landing is not very intuitive, but remember that discovering it when playing original back in 80’s was one of the charms of this game.. Feel free to comment…
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How to create Box2D collision from a Tiled Map

Initially I just implemented plain bounding box collision detection between my main game player and Tiled Map objects (obstacles on the map), but realized it is not perfect solution since obstacles are not always tailored by tile size. So, I decided to do it using Box2D. When I started working on it and searching for similar implementations or tutorials, I realized that there hard to find any explaining this very common requirement which motivated me to write this tutorial. Note that in my case collision means main game player hits the obstacles on the Map and explodes, not collision in sense of moving on some kind of platform. Also, Tiled Map is placed on top of Parallax, but should not be much of difference in case your Tiled Map is child of main scene layer whatsoever.

This tutorial builds upon basics of using Box2D for collision detection covered in great Ray Wenderlich tutorial, so I suggest reading it first. I will not talk here again about Box2D bodies and ContactListeners.

First, you need to define your collision objects on Tiled Map using Object Layer (I am calling it CollisionOL).

On Tiled Map initialization, we need to create Box2D bodies for collision objects on Tiled Map we have just created on our Object Layer. Note that in my case Tiled Map is not sized over complete scene, and I have more then 1 Tiled Map on it, so needed to do some more calculations (getWorldPosition). If you are not using it on such way, your _point should be defined with x, y as got from Object Layer.

  1. (void) drawCollisionTiles:(CCTMXTiledMap *)tiledMap
  2. {
  3.  CCTMXObjectGroup *collisionObjects = [tiledMap objectGroupNamed:@"CollisionOL"];
  4.  NSMutableDictionary * objPoint;
  5.  
  6.  int x, y, w, h;
  7.  for (objPoint in [collisionObjects objects]) {
  8.   x = [[objPoint valueForKey:@"x"] intValue];
  9.   y = [[objPoint valueForKey:@"y"] intValue];
  10.   w = [[objPoint valueForKey:@"width"] intValue];
  11.   h = [[objPoint valueForKey:@"height"] intValue];
  12.  
  13.   if (y < 0) y = 0;
  14.    
  15.   CGPoint _point = [self getWorldPosition:x withY:y withTiledMap:tiledMap];  
  16.   CGPoint _size  = ccp(w, h);  
  17.   _point = ccpAdd(_point, ccp(_size.x/2, _size.y/2));
  18.  
  19.   [self makeBox2dObjAt:_point withSize:_size dynamic:false];
  20.  }
  21. }
  22.  
  23. (void) makeBox2dObjAt:(CGPoint)p withSize:(CGPoint)size dynamic:(BOOL)d
  24. {
  25.  b2BodyDef bodyDef;
  26.  
  27.  if(d) bodyDef.type = b2_dynamicBody;
  28.  bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
  29.    
  30.  CollisionGameObject *obstacle = [[CollisionGameObject alloc] init];
  31.  [obstacle setType:kGameObjectObstacle];
  32.  obstacle.position = p;
  33.  bodyDef.userData = obstacle;  
  34.  
  35.  b2Body *body = _world>CreateBody(&bodyDef);
  36.  
  37.  // Define another box shape for our dynamic body.
  38.  b2PolygonShape dynamicBox;
  39.  dynamicBox.SetAsBox(size.x/2/PTM_RATIO, size.y/2/PTM_RATIO);
  40.  
  41.  // Define the dynamic body fixture.
  42.  b2FixtureDef fixtureDef;
  43.  fixtureDef.shape = &dynamicBox;
  44.  fixtureDef.density = 0.0f;
  45.  fixtureDef.friction = 1.5f;
  46.  fixtureDef.restitution = 0;
  47.  fixtureDef.isSensor = true;
  48.  
  49.  body>CreateFixture(&fixtureDef);
  50. }

That’s it. Now, the tricky part. You need to assure that your collision objects (obstacles) are moving with your scene layer, or in my case Parallax Node. So in your tick method, together with scene movement, we should move Box2D objects accordingly.

  1. // parallax movement
  2. CGFloat velx =  backgroundXVelocity * aDelta;
  3. CGPoint newPos = ccp(currentBackgroundPos.x + velx, currentBackgroundPos.y);
  4. [parallaxBackground setPosition: newPos];
  5.  
  6. // moving collision objects as well
  7. [self updateBoxBodyPosition:aDelta vel:velx];

Here I am distinguishing my main Game player (Manta) from obstacles. For obstacles, I am updating its world position according to scene movement and then updating the position of all Box2D objects based on the position of the Cocos2D sprites as is nicely explained in Ray tutorial. Note that my world has only X movement. You will need to take care about Y axe as well.

  1. (void) updateBoxBodyPosition:(float)dt vel:(float)v
  2. {
  3.  int32 velocityIterations = 10;
  4.  int32 positionIterations = 10;
  5.  
  6.  _world>Step(dt, velocityIterations, positionIterations);
  7.  
  8.  for(b2Body *b = _world>GetBodyList(); b; b=b>GetNext()) {
  9.   if (b>GetUserData() != NULL) {
  10.    CCSprite *sprite = (CCSprite *)b>GetUserData();  
  11.    if (sprite != nil) {
  12.        
  13.     // Handling obstacle position according to Parallax movement
  14.     if (sprite.tag != LevelLayerNodeTagManta) {    
  15.      sprite.position = ccpAdd(sprite.position, ccp(v, 0));      
  16.     }
  17.    
  18.     b2Vec2 b2Position = b2Vec2(sprite.position.x/PTM_RATIO, sprite.position.y/PTM_RATIO);
  19.     float32 b2Angle = -1 * CC_DEGREES_TO_RADIANS(sprite.rotation);    
  20.     b>SetTransform(b2Position, b2Angle);                    
  21.    }  
  22.   }
  23.  }  
  24. }

I am sure there are other, maybe better, ways of doing it, so if you have any suggestion of improvement, or this tutorial is not clear enough for you, just write the comment.

I will not include sample project including this code since you could get complete iUridium source from here 😉
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iUridium v2.0 update available on App Store!

I am happy to inform you that iUridium v2.0 has been released! It includes several exciting new features:

– Possibility to use any of UNLOCKED levels as game start point

iUridium Level Select Scene


– For each 3 levels finalized, you will get them automatically UNLOCKED
– Possibility to UNLOCK any level using In-App Purchase option
– Landing made easier (not requesting low speed entering landing zone)
– Minor bug fixing (Manta shadow, some collision issues, …)

Enjoy!

Stay tuned, more improvements and new features coming in following weeks!


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iUridium Source v2.0 released!

Version 2.0 of iUridium source is released and can be found on Source Code page. This update corresponds to app version update as is submitted to App Store.

Major changes introduced in this version:
* New Level Select Scene for selecting game start level (unlocked ones)
* Implemented In-App Purchase option to unlock any iUridium level
* Improved collision check
* Implemented Progress HUD layer
* Solved bugs with Manta shadow
* Minor enhancements and bug fixes

For all buyers of previous versions: update links will be sent to your email in next few days! .


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Installing Xcode 3.2.6 On Mac OS X Lion

I’ve spent lot of time dealing with it and believe me; it is not trivial at all. Just wanted to share it with you hoping it may help you saving your time.

Standard installation procedure will do it successfully, but you will be missing Xcode.app in Application directory. So, you need to do the following:

• Mount the Xcode 3.2.6 dmg package
• Open Terminal
• Execute the following:

      export COMMAND_LINE_INSTALL=1
      open “/Volumes/Xcode and iOS SDK/Xcode and iOS SDK.mpkg”

The open command will launch the installer and allow you to install Xcode 3.2.6 on Lion with no package modifications.

That’s it! I hope this may help someone….


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List of Open Source Cocos2d Projects, Extensions and Code Snippets

Here is my list of cocos2d open source games and programming resources for various purposes in cocos2d development. I hope it will help you to speed up learning and developing your games using this fantastic framework as it helped me making iUridium. I will keep updating this list so stay tuned..


GENERAL

(Last Update: 26.05.2012.)

Cocos2d itself: LINK

Kobold2d – Great wrapper around cocos2d providing some very nice out of the box solutions, made by Steffen Itterheim: LINK


OPEN SOURCE GAMES

(Last Update: 11.08.2013.)

List of open Source game projects on cocos2d-iphone.org: LINK

iLabyrinth game source: LINK

Tiny Wings Hills game source: LINK

Simple platform game using cocos2d and box2d with collision detection: LINK

Canabalt game source: LINK

Knight Fight isometric game source: LINK

PingPang multiplayer game source: LINK

Snake – open source game: LINK

TommyBros game (2 player platformer) source:LINK

Source code of iPad game Colorous: LINK

Strange Ocean game source – LINK

Felinity game source – LINK

Ghetto Bird (Angry Birds clone) source – LINK

Climbers game source – LINK

Tweejump game (DoodleJump like) source – LINK

Castle Hassle game source – LINK

Cloud Bomber game source – nice deformable terrain example project – LINK

Space Patrol game source – another nice deformable terrain example project using large map – LINK

Platform game Super Mario Bros tutorial including game source code – LINK

How to make game like Cut The Rope tutorial including game source code – LINK

How to make game like a Ragdoll with Chipmunk Physics & Cocos2d including game source code – LINK

How to make game like a Tower Defense including game source code – LINK

Sapus Tongue game source code – LINK

Heredox game source – LINK

iLabyrinth game source – LINK

Conway game of life simulation using cocos2d and TMX maps – LINK

iPokemon – a Pokemon/Pet Type Game Created using Cocos2D – LINK

How to Make a Game Like Jetpack Joyride tutorial including source code – LINK

Punchball, arcade boxing game with bluetooth multiplayer mode – LINK

How to Make a Game Like Reversi (classic board game) tutorial including source code – LINK

App Store published game “Be2 – Escape from Pingland” source code – LINK

How to Make a Game Like Tiny Wings tutorial including source code – LINK

Desert race – vertical scrolling car game source code – LINK

How to Make a Smashing monster game tutorial including source code – LINK

PacMan game source code LINK


EXTENSIONS

(Last Update: 25.07.2013.)

Fantastic list of cocos2d extensions collected by Stepan Generalov: LINK

SneakyInput – cocos2d joystick implementation: LINK

ZJoystick – cocos2d joystick implementation: LINK

CCBlade – Fruit Ninja Blade effect implementation in cocos2d: LINK

CCAlertView extension: LINK

Scale9Grid – extension you may need for your pop-up dialogs: LINK

CCUIViewWrapper – wrapper for manipulating UIViews using cocos2D: LINK

CCMask extension: LINK

CCBumber (simple splash logo animation) and CCResouceAsyncLoader (easy class to asynchronous load your resources) extensions: LINK

Nice extension for resizing a large image before it get’s into the Texture cache: LINK

Two very nice extensions (CCProgressBar, CCSpriteHole): LINK

HKTMXTiledMap extension for large animated tile maps: LINK

Very nice iPad colour picker: LINK

Nice controls (NDControlGauge, NDControlButton, NDControlSlider): LINK

Very nice extension (CCControlExtension) providing Cocos2d Button, Slider and Color-picker: LINK

Nice particle system extension – ParticleSystemQuadMask:LINK

Very Nice cocos2d extension – Modal Alerts: LINK

Nice cocos2d particle extension for supporting both fade in and out – CCParticleSystemQuadExtended: LINK

Nice extension for creating transparent spritesheets (RGBA) from two JPG files: LINK

FacebookScorer: extension for posting your game scores to Facebook Wall – LINK

CCParallaxScrollNode: extension for repeating background/infinite parallax effect in cocos2d – LINK

iCloudIndicator: extension for showing if game can be resumed via iCloud – LINK

CCAsyncRemoteSprite: nice extension for loading Sprite image from the internet – LINK

CCLightFlash: nice extension for simulating light flash effect – LINK

PESprite – a CCSprite replacement for cocos2d that supports collision detection – LINK

CCPickerView – UIPickerView alternative for Cocos2D – LINK

CCTextField – nice cocos2d extension for replacing IUTextField – LINK

AWTextureFilter – cocos2d extension for applying a gaussian blur filter to your textures in cocos2D – LINK

NGNineGridSprite: A basic nine-grid sprite node for Cocos2D – LINK

CCSVG: A nice extension for loading, displaying and animating SVG images in Cocos2D – LINK

CCRotateAround: A nice extension for rotating sprite in circle – LINK

CCItemsScroller: A nice extension for horizontal and vertical scrolling in cocos2d – LINK

CCAutoType: A nice extension for RPG-like auto typing dialog – LINK

TSSpriteSheetManager: A nice extension for managing Sprite Sheets in your cocos2d game – LINK

Camera Layer: A complex camera movement simplifier – LINK

MenuLevel: nice extension for Angry Birds like menu level – LINK

CCNode-Screenshot: nice extension for making screenshots from within your cocos2d game – LINK

CCSlidingLayer: nice extension for sliding cocos2d layer – LINK

CCParticleSystem: extension of cocos2d particles – LINK

CCPanZoomController: extension for pinch, zoom in/out and pan-move layer – LINK

Collides2d: nice lightweight collision detection solution – LINK

CCLabelTable and CCLabelTableEditor: cocos2d table custom control – LINK

AScrollLayer – another interesting UIScrollView cocos2d alternative – LINK

CCVoHelper – extension adding VoiceOver (Accessibility) to cocos2d – LINK

CCButton – cocos2d extension of CCSprite adding touch handling – LINK

MenuLevel – Angry Bird Style menu – LINK

CCCaca – ASCII Art screen filter for Cocos2D – LINK

GPLoadingBar – loading bar example – LINK

BasicButton – nice and simple Button extension – LINK

PauseButton and PauseLayer – extension for pause/resume functionality in your cocos2d game – LINK

SSAnimation – several animation extensions – LINK

UIKitAimationPro – UIKit library allowing you to render tile maps and sprites like Cocos2D – LINK


USEFUL SOLUTIONS, DEMO PROJECTS, TOOLS AND CODE SNIPPETS

(Last Update: 08.08.2013.)

Fantastic list of open source demo projects by @SuperSuRaccoon: LINK

Bubsy starting game project and procedural landscape solution: LINK

How to make underwater effect using cocos2d: LINK

Card3d – object with 3D chart appearance: LINK

How to preload game resources in loading scene: LINK

A* pathfinding algorithm: LINK

CocoParticle for helping creating Particles in cocos2d: LINK

Making a particle effect using a specific sequence of images such as a string of letters: LINK

Level selection scene source sample: LINK

Box2D driven cocos2d animation simulating 3D ball rolling: LINK

How to make glass breaking effect using cocos2d: LINK

How to make 2D soft shadows using pixel shaders: LINK

Nice code snippet for conversion of TMX polygon objects into box2d shapes for collision detection: LINK

Class for drawing a Verlet Rope using box2d: LINK

Very nice sample of creating flag effect for super hero cape: LINK

How to make deformable terrain effect:LINK

Awesome Progress Indicator HUD implementation:LINK

How to make water simulation for side-view games:LINK

Nice royalty-free music library by @MajesticMusic24: LINK

Nice example of flocking effect using cocos2d: LINK

Appirater – in-app rate/review reminder: LINK

Life saver if you are using GestureRecognizers with cocos2d: LINK

Coloring Flood Fill algorithm: LINK

Coloring Flood Fill cocos2d extension: CCSpriteFloodFill – LINK

Custom Slider sample (BBSlider) with tutorial – LINK

Nice solution for loading sound from memory into cocos2d’s SimpleAudioEngine – LINK

How to draw smooth lines using cocos2d – LINK

ABGameKitHelper – helper class for integrating cocos2d 2.0 with Apple’s GameKit API – LINK

ArtPig (Flash timeline style motion editor) Library for cocos2d – LINK

A tool that provides a fast way of reusing animations made in Flash CS in Cocos2D projects – LINK

Nice example of pre-loading game assets using plist file – LINK

Nice example of making local leaderboard using plists – LINK

A Magnifying Glass effect – LINK

How to pause and resume audio in cocos2d – LINK

ShareKit – open source, drop-in share features (Facebook, Twitter, Flickr, …) to add full sharing capabilities to your game – LINK

Nice solution for adding stroke effect around the letters – LINK

Very nice solution for making RPG-like text box in your game – LINK

Nice example of making fluid/goo effect using cocos2d – LINK

How to add night effect to your cocos2d game – LINK

Open source development framework for making e-book/diary games or apps – LINK

Awesome project showing how to build a depth map for your cocos2d game – LINK

How To Make A Game Like Fruit Ninja With Box2D and Cocos2D – LINK

Some useful tips and code snippets for pre-loading game assets with progress bar – LINK

Nice tutorial including source about how to make slide puzzle game – LINK

Open source project providing with iris style effect in cocos2d – LINK

Sample project showing you how to integrate BulletML (Bullet Markup Language; describing the barrage of bullets in shooting games) in cocos2d – LINK

Sample project serving as the starting point for a Train Game with free-form tracks – LINK

How to make simple fractal terrains in your cocos2d game – LINK

Great Buoyancy (water floating solution in Box2D) example for cocos2d – LINK

Nice custom cocos2d Action for rotating a sprite around an arbitrary point – LINK

Nice tutorial about integrating facebook with your cocos2d game including source code – LINK

Nice effects of animated lava, clouds, and water based on 3D perlin noise – LINK

CMMSimpleFramework – rich set of cocos2d 2.0 helper classes and utils: LINK

MBTileParser – a cocos2d-iphone compatible game engine written using pure UIKit: LINK

Nice tutorial with source code about Additive Coloring & Flash Style Tinting with cocos2d – LINK

Behavior Tree implementation in ObjectiveC – LINK

Great sample project of using pixel based destructible ground – LINK

Great tool which enables you to reuse your Flash CS animations in cocos2d – LINK

Nice sample project showing how to simulate Soft Body physics using box2d and cocos2d – LINK

Great tutorial about scrolling in cocos2d including sample project – LINK

Nice iPad maze generation game analysis with sample source code – LINK

Interesting open source project implementing waves simulation using shaders – LINK

Great open source project implementing cocos2d SPH (Smoothed-particle hydrodynamics) particle fluid dynamics solution with box2d interaction – LINK

Touch collision detection solution using PhysicsEditor – LINK

Nice pinch to reveal gesture (pinch to split a CCSprite in two sections) solution sample – LINK

Direct link to source package showing how to push cocos2d director modally on View Controller or Navigation Controller – LINK

PixelShatter – cool retro pixelated style explosion effect – LINK

iAd BannerViewController – LINK

Sample project showing Squash and Stretch Animation using cocos2d – LINK

HUMAStarPathfinder – A* pathfinding implementation for iOS and Mac – LINK

CargoManager – open source library that helps you implement IAPs for iOS apps in a simple and encapsulated way by using the by using the delegate pattern – LINK

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iUridium Source v1.2 released!

I am happy to announce that version 1.2 of iUridium source is released and can be found on Source page. This update reflects app version update as is submitted to App Store.

Changes introduced in this version:
* New source package made using Xcode 4.2.1, cocos2d 1.0.1 and iOS SDK 5
* Solved Game Center integration bug
* Improved performances
* Smaller bug fixes
* Including internal app referrals to Novalja.com, new iUridium marketing partner

For all buyers of previous versions: updated version is available and update links have been sent to your email! .


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iUridium v1.2 update available on App Store

iUridium v1.2 includes the following:
– Solved Game Center integration bug
– Improved performances
– Smaller bug fixes
– Including internal app referrals to Novalja.com, new iUridium marketing partner

Enjoy!


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Code Sign Error: Provisioning Profile can’t be found

After updating my Provision Profile, I start getting Code Sign Error when building it on the device. It drove me crazy. I just have found how to solve it and want to share it with you. So, basically it relates to manually update your Project .xcodeproj bundle.

1. Close all your instances of Xcode.

2. Make sure to back up your .xcodeproj bundle and/or your entire Xcode project, or make sure your Xcode project has a proper version control setup.

3. You should open your .xcodeproj bundle: Open your project folder in Finder, then Control-click on your .xcodeproj file and choose Show Package Contents. You will see there are several files. We are interested in project.pbxproj file.

4. Open project.pbxproj in a text editor.

5. Once you open it with a text editor the lines you are looking for should start with ‘PROVISIONING_PROFILE =’ or ‘PROVISIONING_PROFILE[sdk=iphoneos*] =’. Delete all these lines.

That’s it! I hope this may help someone….


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Top 10 People To Follow On Twitter If You Are Interested in Cocos2d

For new cocos2d users on Twitter, the toughest thing to figure out is who to follow. If may be helpful, here is my list of cocos2d and game developers on Twitter that rose to the top:

1. Ricardo Quesada
Key contributor to the open-source cocos2d for iPhone project
Twitter Handle: @cocos2d

2. Steffen Itterheim
Author of Learn iPhone and iPad Cocos2D Game Development (Apress). Currently working on Kobold2D, an improved Cocos2D.
Twitter Handle: @gaminghorror

3. Ray Wenderlich
Author of the most popular iOS/cocos2d tutorials
Twitter Handle: @rwenderlich

4. Rod Strougo
Author of cocos2d book.
Twitter Handle: @rodstrougo

5. Stepan Generalov
iTraceur game developer
Twitter Handle: @parkourDev

6. Martijn Thorig
Indie developer and owner of Small Gaming. Made Dropping and Terror and War.
Twitter Handle: @SmallGaming

7. Chris Wilson
Indie developer, creator of Super Turbo Action Pig
Twitter Handle: @abitofcode

8. Herman Jakobi
Founder of MinimaxGames
Twitter Handle: @hermanjakobi

9. Bogdan Vladu
Creator of LevelHelper and SpriteHelper, the popular tools for Cocos2d
Twitter Handle: @vladubogdan

10. Marco Neumann
Media composer, software developer, photographer, digital artist.
Twitter Handle: @marcotronic

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