All posts by edmund

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Video Ads For Reward Stopped by Apple

Video Ads Monetisation Underfire

I was using video ads as a free alternative for players to obtain consumables and unlock premium stages in Causality (previously Singularity). Looks like that is not happening as Apple began cracking down on such “incentivized video ads watching”.
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Update on Singularity


The Level Editor

Its been a while, while I had the core gameplay down pretty early in the development, following by a little more time developing additional tile mechanics as well as coming up with several design directions, I have been spending the last month and a half designing levels.

Due to the unsophisticated level editor i built into the game itself, i was able to play test my designs pretty easily. Problem lies in data output. Right now after confirming a level, I have to write it down in my notebook.
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A Little Update For the Winds….

Well, the development for TRG has ceased, for a good reason. I had the opportunity to demostrate a 80% completed version of the game to the owners of a game development studio, for some odd reason they had taken a liking to it and decided to buy over the project from me. So now its in their hands, and whether the game will see light of day is not exactly up to me.
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Tilt Shift Effect in Cocos2d (v2.0+)


The < - image(click to see larger view) showcase my experiment with shader in Cocos2d (v2.0). A modified box blurring algorithm was used in the fragment shader and this is only applied to sprites (each individual building is a separate sprite) that are above or below the two hardcoded threshold (y-position). The blurring algorithm was modified in such a way that the amount of blur applied to the sprite is dependent on how far above or below either y thresholds the sprite is. Continue reading Tilt Shift Effect in Cocos2d (v2.0+)

Responsive WP8

So I was trying to create a web page based on responsive web design. It worked as expect3rd on most browsers, until I tested it on a nokia lumia 800 running WP7 with presumably IE9 mobile. It still looked like it was on a desktop. To fixed it, I added the following meta data to the page header.

&#60meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"&#62
&#60meta name="HandheldFriendly" content="true"&#62
&#60meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1"&#62
&#60meta name="apple-mobile-web-app-capable" content="yes"&#62
&#60meta name="apple-mobile-web-app-status-bar-style" content="black"&#62


Preparing for Cross App promotion

Was looking into responsive web design… CSS building is really not my cuppa tea. So had to look for existing template which i can “borrow”. Found one and created this: Responsive App Promo Page. i’ll be adding a button in my games that will open up a webview to this page which will link them to my other games! then ???? PROFIT!

Oh, also note to self, Responsinator is a useful site for testing responsive website designs. :)

And I’ll seriously need to figure out how to block bots from posting comments on this site…


I’m Still Alive

Have been tied down with work in office, so now am trying to get back momentum in developing my next game. Before that, something to share…

Ideas and Designs

Game ideas is easy to come up with. Almost anyone would have some kind of game idea, but coming up with an idea is different from actually designing a game. When you have an idea, it’s just that…an idea. “A card battle game with fantasy characters”, “A sports game with crazy special skills”, “A bullethell shoot’em up featuring only boss fights”. These are just very brief descriptions of some games, also can be thought of as being “ideas”.
Continue reading I’m Still Alive