29 September 2013
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Announcing: Chocolate Crunch Bonanza

Yeah, you read that right: Chocolate Crunch Bonanza. One of the things I’ve learned about app development, particularly on Android, is that it’s incredibly difficult for users to spot your app buried amongst all of the junk in the market place. This is particularly apparent with Transmutation, which really doesn’t get many downloads, despite a […]

25 August 2013
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Transmutation: Submitted to Amazon

I’ve finally compiled a fully functional version of Transmutation that runs on the Fire HD. Although I don’t particularly like the UI on the Fire (it’s a bit restrictive), I’m glad I bought it. It would have been almost impossible to guess why AdMob was locking up through submission rejections or user complaints. Despite everything […]

13 August 2013
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Transmutation: Unleashed

It’s funny how things never go the way you expect them to. Actually, no, it isn’t funny. It’s annoying. I persevered and finally overcame the stream of minor issues that held up Transmutation’s release. One particularly frustrating issue happened after I installed the Prime31 AdMob plugin that replaced the broken MoPub one. While AdMob worked […]

9 August 2013
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Transmutation: Functionally complete

For the past couple of days I’ve been tidying up Transmutation and getting it ready for release this weekend. The most obvious change since last time is yet another colour scheme. I was testing the game on my Transformer Prime, which has a bright, though washed-out LCD panel, and the light yellow scheme I’d selected […]

6 August 2013
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Transmutation: Multi-language & UI improvements

After yesterday’s time wasters, today turned out to be very productive, resulting in two of the four remaining major tasks being crossed off the list. First up, I’ve finished implementing language selection into the app. The framework already had translations built in, and I’d been adding button and label captions to the translation spreadsheet (used […]

5 August 2013
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Graphical enhancements

I added some new graphics to Transmutation, including a background texture, which was just a simple blue gradient with a radial pattern overlaid to make it look a bit “underwatery”, which is in keeping with the game’s theme. Trouble was the order of the day when I tried to add the animated bubbles in the […]

4 August 2013
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What’s the opposite of an achievement?

Some weeks ago I was playing Civilisation 5, when I noticed a strange problem. Despite winning a game using a leader I hadn’t tried before, I didn’t receive the achievement I expected. I tried another leader I hadn’t used before, won the game, and still no achievement. Puzzled, I went looking for an answer. I […]

26 July 2013
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Galaxy Explorer: Finished, again!

Yet again I find my self at the point of having Galaxy Explorer ready for release. This time though, I really, really mean it. Implementing those API’s was a lot more work than I expected, but not because I had to write a lot of code. I didn’t have to write much code at all. […]

19 July 2013
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Transmutation: the rewrite

After taking a short break, it’s time to work on something new while I’m waiting to release Galaxy Explorer. It’s going to be a complete rewrite of Transmutation, using the Utils framework I created for my first app. I’m still experimenting with Unity, so I’m going to be testing out many of the plugins that […]

13 December 2012
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Transmutation 1.1.8: OpenFeint self immolates

The last update for Transmutation was about six months ago, mainly because I’ve been preoccupied. My hand was forceD, when GREE (short for Greed?), the company that purchased OpenFeint for $104 million last year, decided to have OpenFeint fall on its sword. They certainly didn’t give us developers much warning… barely a month to find […]