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<channel>
	<title>Crocodella Software</title>
	<atom:link href="http://www.crocodella.com.br/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.crocodella.com.br</link>
	<description>Fun mobile apps and games done right!</description>
	<lastBuildDate>Mon, 23 Jan 2012 16:22:12 +0000</lastBuildDate>
	<language>en</language>
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		<title>A pullable view implementation (like Notification Center)</title>
		<link>http://www.crocodella.com.br/2012/01/a-pullable-view-implementation-like-notification-center/</link>
		<comments>http://www.crocodella.com.br/2012/01/a-pullable-view-implementation-like-notification-center/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 16:19:03 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[idevblogaday]]></category>
		<category><![CDATA[UIKit]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=529</guid>
		<description><![CDATA[For an app I&#8217;m designing at the moment I had the need to use a pullable view (sliding drawer) similar to how the iOS 5 Notification Center works, where you can flick or drag a handle to reveal or hide &#8230; <a href="http://www.crocodella.com.br/2012/01/a-pullable-view-implementation-like-notification-center/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>For an app I&#8217;m designing at the moment I had the need to use a pullable view (sliding drawer) similar to how the iOS 5 Notification Center works, where you can flick or drag a handle to reveal or hide additional content. After looking for an existing open-source implementation of such feature and finding squat, I decided to create my own and share it with the interwebs. </p>
<p>The PullableView class tries to mimic the behaviour of the Notification Center view as closely as possible, and is very flexible. You can define and style your handle area, and the view can be pulled from any direction in the X or Y axes. To define the &#8220;open&#8221; and &#8220;closed&#8221; states you simply set the center point for the view at these states; if both points have the same X coordinate the sliding will happen in the vertical axis, or the horizontal axis if the Y coordinates are equal. You can also set a flag indicating if the view state should be toggled by simply tapping the handle area.</p>
<p>The sample project includes a view controller which uses 3 pullable views demonstrating many usage scenarios, but if you have additional questions or want to report a bug add a comment to this post.</p>
<p>You can download the source code from our <a href="https://github.com/crocodella/PullableView" target="_blank">Github repo</a>. I&#8217;ve also added this component to the <a href="http://cocoacontrols.com/platforms/ios/controls/pullableview" target="_blank">Cocoa Controls website</a>. Hope you find it useful!</p>
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		<title>Cry me a river</title>
		<link>http://www.crocodella.com.br/2011/11/cry-me-a-river/</link>
		<comments>http://www.crocodella.com.br/2011/11/cry-me-a-river/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 22:50:23 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Development diary]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[idevblogaday]]></category>
		<category><![CDATA[Project A]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=525</guid>
		<description><![CDATA[I&#8217;ve always given special attention to water effects in games. It&#8217;s something that usually has no impact on gameplay (exceptions are games that use water as its core mechanic, such as Sprinkle), but it makes all the difference in truly &#8230; <a href="http://www.crocodella.com.br/2011/11/cry-me-a-river/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve always given special attention to water effects in games. It&#8217;s something that usually has no impact on gameplay (exceptions are games that use water as its core mechanic, such as <a href="http://sprinklegame.com/" target="_blank">Sprinkle</a>), but it makes all the difference in truly bringing an environment to life. In the &#8220;programmable pipeline&#8221; and &#8220;shader&#8221; era, water effects are more amazing and life-like than ever, but in the good old days all we had was a 256 color palette and a lot of creativity.</p>
<p>When Project A had its first incarnation, 10 years ago, 16-bit color graphics were already pretty common, but in general <a href="http://en.wikipedia.org/wiki/Mode_13h" target="_blank">screen mode 13h</a> (320&#215;200, 256 colors) was all the rage amongst indie developers (at least in the BASIC scene). In that screen mode, and actually in any mode with indexed colors, there&#8217;s a neat trick you can use to simulate effects of flow (water, smoke, etc.) called palette rotation or cycling, where the pixels in the image itself remain static, but a range of colors from the palette is cycled in an interval, giving the image a really smooth sense of movement. <a href="http://www.effectgames.com/demos/canvascycle/" target="_blank">This web application</a> (requires a canvas enabled browser) shows how effective and beautiful the technique can be when allied to great artistic skill.</p>
<p>So 10 years ago we already wanted the water effects in the game to have a special place, and with the revival of Project A I found myself again experimenting a lot trying to create a cool water animation. 8-bit color modes can be a bit restrictive, so the effect should work on true color modes. Being an iPad app, our options were shaders, standard sprite animation or particle effects. I wanted to avoid shaders since the framework we are using (cocos2d) does not support them (at least yet, support for OpenGL ES2 is already available on test releases) and sprite animations can take a ton of work to look smooth and tileable. So I began experimenting with particle systems.</p>
<p>My first attempt was a full-screen particle system which would stay on a layer with lower z-order than the tilemap, and would move in sync with the camera. While it worked, the performance was dreadful, the water could only flow in one direction and it seemed like such a waste to have a full-screen particle system when it would be obscured by the tilemap most of the time. So I tried a new approach, having smaller particle systems along the water path with various flow directions, and that worked pretty well. After a lot of tweaking to find the balance between number of particles and performance, I added a blue gradient beneath the water layer that stays locked in relation to the camera (a trick I first saw used on the world map in Suikoden 2) and arrived at the effect you can see in the video below (watch it in HD if you can).</p>
<p><iframe width="420" height="315" src="http://www.youtube.com/embed/BGvfcwhpUPk" frameborder="0" allowfullscreen></iframe></p>
<p>There are still problems such as the intersection between the shore and the water (right now things are still a bit &#8220;floaty&#8221;), but overall I am very pleased with the result. Combined with the <a href="http://www.crocodella.com.br/2011/05/positional-audio-with-cocos2d-and-cocosdenshion/" title="Positional audio with cocos2d and CocosDenshion" target="_blank">positional audio tricks I mentioned in a previous post</a>, the river brings a lot more character to the main village in the game and helps bring it to life, which is always good <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Project A Dev Diary – Part 4</title>
		<link>http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/</link>
		<comments>http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/#comments</comments>
		<pubDate>Mon, 17 Oct 2011 23:26:38 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Development diary]]></category>
		<category><![CDATA[idevblogaday]]></category>
		<category><![CDATA[Project A]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=511</guid>
		<description><![CDATA[It&#8217;s been a while since we shared what has been going on with Project A. For the last few months we have been working as much as we can and rushing to get a playable build of the game submitted &#8230; <a href="http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been <a title="Project A Dev Diary – Part 3 (and a bonus)" href="http://www.crocodella.com.br/2011/09/project-a-dev-diary-%e2%80%93-part-3-and-a-bonus/">a while</a> since we shared what has been going on with <a href="http://www.crocodella.com.br/tag/project-a/">Project A</a>. For the last few months we have been working as much as we can and rushing to get a playable build of the game submitted to the IGF, but since last week it became clear to us that it would not be possible: while the game is certainly &#8220;playable&#8221;, everything is still much too crude, and submitting the game as it is would be a waste of the entry fee. Project A still needs some more time in the oven <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Unfortunately, we had no time to write a proper developer diary for this post either, so instead we&#8217;ll show you guys a handful of screenshots from the game, illustrating how things are progressing. As always, keep in mind that all of this is still work in progress (and very much so), and therefore there are some things which are pretty finalized (menus, character portraits), while other need a ton more work (environments, enemy sprites). In any case, hope you enjoy! Click the thumbnails to see the images in full size.</p>

<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_1/' title='ProjectA_1'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_1-150x150.png" class="attachment-thumbnail" alt="ProjectA_1" title="ProjectA_1" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_2/' title='ProjectA_2'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_2-150x150.png" class="attachment-thumbnail" alt="ProjectA_2" title="ProjectA_2" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_3/' title='ProjectA_3'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_3-150x150.png" class="attachment-thumbnail" alt="ProjectA_3" title="ProjectA_3" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_4/' title='ProjectA_4'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_4-150x150.png" class="attachment-thumbnail" alt="ProjectA_4" title="ProjectA_4" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_5/' title='ProjectA_5'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_5-150x150.png" class="attachment-thumbnail" alt="ProjectA_5" title="ProjectA_5" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_6/' title='ProjectA_6'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_6-150x150.png" class="attachment-thumbnail" alt="ProjectA_6" title="ProjectA_6" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_7/' title='ProjectA_7'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_7-150x150.png" class="attachment-thumbnail" alt="ProjectA_7" title="ProjectA_7" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_8/' title='ProjectA_8'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_8-150x150.png" class="attachment-thumbnail" alt="ProjectA_8" title="ProjectA_8" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_9/' title='ProjectA_9'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_9-150x150.png" class="attachment-thumbnail" alt="ProjectA_9" title="ProjectA_9" /></a>
<a href='http://www.crocodella.com.br/2011/10/project-a-dev-diary-%e2%80%93-part-4/projecta_10/' title='ProjectA_10'><img width="150" height="150" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/10/ProjectA_10-150x150.png" class="attachment-thumbnail" alt="ProjectA_10" title="ProjectA_10" /></a>

<p>&nbsp;</p>
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		<title>Revisiting the RPG text box, now with UIKit</title>
		<link>http://www.crocodella.com.br/2011/10/revisiting-the-rpg-text-box-now-with-uikit/</link>
		<comments>http://www.crocodella.com.br/2011/10/revisiting-the-rpg-text-box-now-with-uikit/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 03:23:48 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[idevblogaday]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=508</guid>
		<description><![CDATA[A while back I shared a piece of code which implemented a traditional RPG-like text box using cocos2d. Recently a commenter asked how he would go about doing something similar using UIKit, so I decided to include a new implementation &#8230; <a href="http://www.crocodella.com.br/2011/10/revisiting-the-rpg-text-box-now-with-uikit/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>A while back <a title="RPG-like text box with Cocos2D" href="http://www.crocodella.com.br/2011/01/rpg-like-text-box-with-cocos2d/">I shared a piece of code</a> which implemented a traditional RPG-like text box using cocos2d. Recently a commenter asked how he would go about doing something similar using UIKit, so I decided to include a new implementation based on a UIView. Basically a view is created with a background color, and an UILabel is added as a child. Text is then slowly revealed by incrementing the amount of characters shown on this label. I will not go into too much detail here as the implementation is pretty straightforward and should be clear by looking at the code.</p>
<p>The <a href="https://github.com/crocodella/TextBoxLayerSample" target="_blank">sample project on GitHub</a> has been updated to include this new class and show its usage.</p>
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		<title>Project A Dev Diary – Part 3 (and a bonus)</title>
		<link>http://www.crocodella.com.br/2011/09/project-a-dev-diary-%e2%80%93-part-3-and-a-bonus/</link>
		<comments>http://www.crocodella.com.br/2011/09/project-a-dev-diary-%e2%80%93-part-3-and-a-bonus/#comments</comments>
		<pubDate>Tue, 06 Sep 2011 02:08:34 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Development diary]]></category>
		<category><![CDATA[idevblogaday]]></category>
		<category><![CDATA[Project A]]></category>
		<category><![CDATA[videos]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=503</guid>
		<description><![CDATA[For the third installment in this developer diary series, we decided to change things up once again and do a screencast. In the following video you can see some of the gameplay scenes from our upcoming RPG, Project A. If &#8230; <a href="http://www.crocodella.com.br/2011/09/project-a-dev-diary-%e2%80%93-part-3-and-a-bonus/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>For the third installment in this developer diary series, we decided to change things up once again and do a screencast. In the following video you can see some of the gameplay scenes from our upcoming RPG, Project A. If you are getting to our website for the first time, be sure to check out the <a href="http://www.crocodella.com.br/tag/project-a/" target="_blank">previous dev. diary posts</a>. Following the video, I&#8217;ll include some tips I found in the process of recording it which should prove useful for fellow developers. Here we go!</p>
<h2>The video</h2>
<p><iframe src="http://www.youtube.com/embed/ohMEYLWHqZU" frameborder="0" width="560" height="345"></iframe></p>
<h2>Recording from the iPad &#8211; some tips</h2>
<p>Ever since we decided to make this video I&#8217;ve been reading a lot about ways to capture video from an iPad. The most convenient method would be to record straight from the simulator, but everyone who tried that knows that your game&#8217;s performance suffers badly (Project A goes from near constant 60 FPS on the device down to 12-20 FPS on the simulator). An useful tip from lap.felix on <a href="http://www.cocos2d-iphone.org/forum/topic/18682" target="_blank">the cocos2d forum</a> pointed me in the right direction: I could record the game running five times slower and then speed up the video later. That would work for me, so I proceeded to set up the recording, until I remembered another hurdle&#8230;</p>
<p>My development machine is a white 13&#8242; Macbook, and the iPad simulator does not fit the screen at its native resolution (1280&#215;800), even if it is just by a little bit. I went back to the internet to try and find a way to maximize the screen real state, and that&#8217;s when I found this great tip on <a href="http://lifehacker.com/5280456/hide-your-mac-menu-bar-and-dock-for-a-cleaner-desktop" target="_blank">how to hide the menu bar for certain applications</a>. So I did that for the iOS Simulator app and the space savings were just enough for me to be able to capture the full iPad screen size. Hooray!</p>
<p>I ended up liking that menu bar hiding trick so much that I have even been using it even for other apps. By the way, that procedure was tested by me on Snow Leopard, so I don&#8217;t know if it still works for Lion. If you manage to test it, please let me know if it works!</p>
<p>&nbsp;</p>
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		<title>Project A Dev Diary &#8211; Part 2</title>
		<link>http://www.crocodella.com.br/2011/08/project-a-dev-diary-part-2/</link>
		<comments>http://www.crocodella.com.br/2011/08/project-a-dev-diary-part-2/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 22:07:31 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Development diary]]></category>
		<category><![CDATA[idevblogaday]]></category>
		<category><![CDATA[Project A]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=497</guid>
		<description><![CDATA[Click here to see the first part Work on our RPG, Project A, has hit a major stride and as we work relentlessly everything is starting to come into place, with the result looking more and more like a game &#8230; <a href="http://www.crocodella.com.br/2011/08/project-a-dev-diary-part-2/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a title="Revealing Project A" href="http://www.crocodella.com.br/2011/07/revealing-project-a/">Click here to see the first part</a></p>
<p>Work on our RPG, Project A, has hit a major stride and as we work relentlessly everything is starting to come into place, with the result looking more and more like a game every day, instead of a big mash of components and tests. Today I will share with you some of what has been going on since the last entry on this dev diary.</p>
<p>Also, this post is our foray into the new iDevBlogADay schedule, where we are now assigned to the Monday slot (even tough the schedule is much more loose now, I will still try to post always on Mondays every two weeks). Be sure to check out the <a href="http://idevblogaday.com/" target="_blank">iDevBlogADay</a> website, <a href="http://twitter.com/#!/mysterycoconut" target="_blank">@mysterycoconut</a> has done an absolutely amazing job with it&#8217;s renewal.</p>
<h2>This is music to my ears</h2>
<p>The first thing we are excited to show you is some of the music we have been working on. This piece is played during the game&#8217;s first cutscene, and it&#8217;s supposed to set an ominous atmosphere while the events unfold, followed by a more introspective second part to go along with the scene as it progresses. There is still a lot of things to tweak and improve, but the general structure of the song is pretty much done.</p>
<p>Here is an Youtube video where you can listen to the song along some screenshots from the intro cutscene at its current state:</p>
<p><iframe src="http://www.youtube.com/embed/1CLBq2yXl80" frameborder="0" width="560" height="345"></iframe></p>
<h2>Moar screenshots!</h2>
<p>Two game systems have evolved a lot these past two weeks, the battle system and the controllable scenes where you can move the player around and interact with NPCs (non-playable characters, for those unfamiliar with the terminology) and elements of the scenery.</p>
<div id="attachment_498" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/08/IMG_0050.png"><img class="size-medium wp-image-498" title="IMG_0050" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/08/IMG_0050-300x225.png" alt="" width="300" height="225" /></a><p class="wp-caption-text">Plants and snakes vs. clones!</p></div>
<p>Battles now are fully playable, including turn order, skills and usage of consumable items. The battle sprite for the main character Andrew is also fully animated in its base stances, along with some common enemies. With the main workflow completed, we are now focusing on enemy AI, UI improvements and overall visual effects.</p>
<div id="attachment_499" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/08/IMG_0049.png"><img class="size-medium wp-image-499" title="IMG_0049" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/08/IMG_0049-300x225.png" alt="" width="300" height="225" /></a><p class="wp-caption-text">Nothin&#39; wrong in having a chat with fire!</p></div>
<p>The dialogue system is completed (based on the <a title="RPG-like text box with Cocos2D" href="http://www.crocodella.com.br/2011/01/rpg-like-text-box-with-cocos2d/" target="_blank">text layer</a> and <a title="Resizable decorated box using cocos2d" href="http://www.crocodella.com.br/2011/07/resizable-decorated-box-using-cocos2d/" target="_blank">decorated box</a> classes I posted here not so long ago), and this screenshot also shows the first full-size character portrait for Andrew.</p>
<p>That&#8217;s it for today! Next time we hope to have some video content to show you guys. Hope some of you are as excited as we are about this game <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Web version of Entrapped featured on html5games.de</title>
		<link>http://www.crocodella.com.br/2011/08/web-version-of-entrapped-featured-on-html5games-de/</link>
		<comments>http://www.crocodella.com.br/2011/08/web-version-of-entrapped-featured-on-html5games-de/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 12:42:04 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Entrapped]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=488</guid>
		<description><![CDATA[The web version of our game Entrapped has been added to the games catalog of HTML5Games.de. In case you hadn&#8217;t heard of it, the Entrapped web version was created for the Mozilla Game On 2010 competition and can be played &#8230; <a href="http://www.crocodella.com.br/2011/08/web-version-of-entrapped-featured-on-html5games-de/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://html5games.de"><img class="alignleft" title="HTML5Games" src="http://html5games.de/banner/234x60.png?cda6c1" alt="" width="234" height="60" /></a>The <a href="http://www.crocodella.com.br/EntrappedWeb/entrapped.html" target="_blank">web version</a> of our game <a title="Entrapped" href="http://www.crocodella.com.br/products/entrapped/" target="_blank">Entrapped</a> has been added to the games catalog of <a href="http://html5games.de" target="_blank">HTML5Games.de</a>. In case you hadn&#8217;t heard of it, the Entrapped web version was created for the <a href="http://gaming.mozillalabs.com" target="_blank">Mozilla Game On 2010 competition</a> and can be played online in any modern web browser without installing any plugins. If you like the game please <a href="http://html5games.de/spiele/entrapped/" target="_blank">head over to their site</a> (in German) and rate it. And thanks to HTML5Games.de for the feature <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Litho updated to version 2.0</title>
		<link>http://www.crocodella.com.br/2011/07/litho-updated-to-version-2-0/</link>
		<comments>http://www.crocodella.com.br/2011/07/litho-updated-to-version-2-0/#comments</comments>
		<pubDate>Wed, 27 Jul 2011 16:40:44 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Litho]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=484</guid>
		<description><![CDATA[Today, all versions of Litho and Litho HD (full and lite) have been updated to version 2.0. And the update is a big one! In this version we have added one major improvement: the game is now pretty much infinite! &#8230; <a href="http://www.crocodella.com.br/2011/07/litho-updated-to-version-2-0/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Today, all versions of <a title="Litho" href="http://www.crocodella.com.br/products/litho/">Litho </a>and <a title="Litho HD" href="http://www.crocodella.com.br/products/lithohd/">Litho HD</a> (full and lite) have been updated to version 2.0. And the update is a big one! In this version we have added one major improvement: the game is now pretty much infinite! With the new Puzzle Creator you can create your own Litho puzzles and share them with other players, as well as download and play the puzzles they have created. There are also a number of smaller improvements we made after listening to your requests:</p>
<ul>
<li>Retina display support</li>
<li>Tweaked user interface and new visual effects</li>
<li>You can now drag the piece directly from the selector</li>
<li>Rotation of a piece through the button is now animated</li>
</ul>
<p>Go check it out and enjoy <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Revealing Project A</title>
		<link>http://www.crocodella.com.br/2011/07/revealing-project-a/</link>
		<comments>http://www.crocodella.com.br/2011/07/revealing-project-a/#comments</comments>
		<pubDate>Wed, 27 Jul 2011 00:30:13 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Development diary]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[idevblogaday]]></category>
		<category><![CDATA[Project A]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=470</guid>
		<description><![CDATA[Since iDevBlogADay is going through some changes, I&#8217;ve decided to change things up a bit around here as well. For this week&#8217;s post, instead of a code snippet I&#8217;ll officially start to write about our top-secret project, which is called&#8230; &#8230; <a href="http://www.crocodella.com.br/2011/07/revealing-project-a/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Since iDevBlogADay is <a href="http://mysterycoconut.com/blog/2011/07/idevblogaday4/" target="_blank">going through some changes</a>, I&#8217;ve decided to change things up a bit around here as well. For this week&#8217;s post, instead of a code snippet I&#8217;ll officially start to write about our top-secret project, which is called&#8230;</p>
<h1>&#8230;PROJECT A!</h1>
<p>(Sorry about that, we do have a name in mind for the game, but we are not ready to release that just yet <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  )</p>
<p>As you may have noticed, the code examples I&#8217;ve been publishing for a while are pretty much the basic building blocks for this project, and I now feel confident that we have built enough to start sharing with you guys. Since this is only the first post, I&#8217;ll start by showing some concept art and one screenshot of where things stand at the moment. But first, we need to go deeper.</p>
<h2>Inception</h2>
<p><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/inception.jpg"><img class="alignleft size-medium wp-image-472" title="inception" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/inception-300x162.jpg" alt="" width="300" height="162" /></a>The year was 2001. Both of us here at Crocodella were finishing the last year of high school, and we were pretty sure of what we wanted to do next: games! Things didn&#8217;t quite worked like that immediately, but I&#8217;m getting ahead of myself. We had talked a lot about what kind of projects we&#8217;d like to work on, and kept getting back to the same point: an old-fashioned JRPG. We grew up playing the greatest masterpieces of the genre on the SNES and Playstation, hell we even met during a tabletop RPG session (<a href="http://www.sjgames.com/gurps/" target="_blank">GURPS</a>, anyone still plays that?), so the idea of what a great JRPG game should be like was clear in our minds. At the time I was still on my <a href="http://en.wikipedia.org/wiki/QBasic" target="_blank">QBASIC</a> days, so that is what we chose to build our game. I focused on the engine and art mostly, while my partner worked on the script and game system details. By the end of the year we had a pretty complete demo/prototype (and pretty advanced as well, with multiple tilemap layers, per-pixel collision and a crude scripting engine), which we sent to some QBASIC related websites, and the feedback was great. And that was the end of it, at least at that time.</p>
<p>We then graduated and went on to our Computer Science courses, and the project went into deep sleep. Fast-forward to 2010. Crocodella Software was already established, and with a few products already under our belt, we decided: it&#8217;s time to bring our dream to life! And so the work began anew on Project A, this time targeting the iPad at first. Creating an ambitious RPG from scratch is already quite an undertaking when only two people are involved, so in order to avoid a pitfall of working forever and never releasing anything, we decided to split the game into episodes. And since then we have been working as much as we can on the first episode of the game, which should cover almost the same ground history-wise as the old prototype, but much expanded and improved.</p>
<h2>The concept art</h2>
<p>Here are two bits of concept art for two of the main characters. These were sketched in a small pad while I was on a plane returning from my honeymoon, and then I took a picture of them with my crappy old Android phone, so pardon the quality <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<div id="attachment_473" class="wp-caption aligncenter" style="width: 178px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/andrewConceito2.jpg"><img class="size-medium wp-image-473" title="andrewConceito2" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/andrewConceito2-168x300.jpg" alt="" width="168" height="300" /></a><p class="wp-caption-text">Andrew, stepping on a rock and pointing cheerfully ahead</p></div>
<p>The first character is Andrew, and he is the &#8220;main&#8221; character of the game. as well as the focus of the first couple of episodes. He is of royal origin and has a hard destiny to endure (not simply saving the world from an evil lord, we are above that kind of cliche <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ).</p>
<div id="attachment_474" class="wp-caption aligncenter" style="width: 178px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/evanConceito1.jpg"><img class="size-medium wp-image-474" title="evanConceito1" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/evanConceito1-168x300.jpg" alt="" width="168" height="300" /></a><p class="wp-caption-text">Evan, not really up to much</p></div>
<p>This is Evan, Andrew&#8217;s best friend and mischief companion. Following on the footsteps of his father he is an alchemist/pharmacist wannabe, but with his concoctions causing more harm than good, he still has got a long way to go.</p>
<p>And there you have it, two of the main characters for the first episode of Project A. We&#8217;ll get to know more of them in the next installment of this &#8220;diary&#8221;. Next, a screenshot from the intro cutscene at its current state. The characters and tiles are pretty much finalized, with the exception of some shadows and that glaring dirt patch which needs to be redone, and the fire particle effect is still not ready for prime time. Regardless, here it is:</p>
<div id="attachment_476" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/IMG_0042.png"><img class="size-medium wp-image-476" title="IMG_0042" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/IMG_0042-300x225.png" alt="" width="300" height="225" /></a><p class="wp-caption-text">&quot;Some lizards just want to watch the world burn&quot;</p></div>
<p>Well, that concludes our first look into Project A. Hope you enjoyed and stay tuned for more details as we make progress in developing the best JRPG since Chrono Trigger <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><em>This post is part of </em><a href="http://idevblogaday.com/"><em>iDevBlogADay</em></a><em>, a group of indie iOS development blogs featuring two new posts per day. You can keep up with iDevBlogADay through the </em><a href="http://idevblogaday.com/"><em>web site</em></a><em>, </em><a href="http://feeds.feedburner.com/idevblogaday"><em>RSS feed</em></a><em>, or </em><a href="http://twitter.com/#search?q=%23idevblogaday"><em>Twitter</em></a><em>.</em></p>
<p>&nbsp;</p>
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		<title>Resizable decorated box using cocos2d</title>
		<link>http://www.crocodella.com.br/2011/07/resizable-decorated-box-using-cocos2d/</link>
		<comments>http://www.crocodella.com.br/2011/07/resizable-decorated-box-using-cocos2d/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 11:14:36 +0000</pubDate>
		<dc:creator>Fabio Rodella</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[idevblogaday]]></category>

		<guid isPermaLink="false">http://www.crocodella.com.br/?p=446</guid>
		<description><![CDATA[This week&#8217;s code snippet is really simple, but still useful. With the DecoratedBox class you will be able to use a single texture to draw bordered boxes such as this: This can be used to create a background for menus, &#8230; <a href="http://www.crocodella.com.br/2011/07/resizable-decorated-box-using-cocos2d/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This week&#8217;s code snippet is really simple, but still useful. With the <code>DecoratedBox</code> class you will be able to use a single texture to draw bordered boxes such as this:</p>
<div id="attachment_447" class="wp-caption aligncenter" style="width: 106px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/box.png"><img class="size-full wp-image-447" title="box" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/box.png" alt="Decorated box" width="96" height="96" /></a><p class="wp-caption-text">Pretty box!</p></div>
<p>This can be used to create a background for menus, dialog boxes, prompts, buttons or any other element in your cocos2d game. It also works wonderfully as a background for the <a title="RPG-like text box with Cocos2D" href="http://www.crocodella.com.br/2011/01/rpg-like-text-box-with-cocos2d/">RPG-like text box we introduced earlier</a>.</p>
<h2>How it works</h2>
<p>The first thing needed is an image to be used as the texture for the box. This image will be broken down into a 3&#215;3 grid of blocks which will be tiled as needed to create a box with any size. The image below illustrates how the image provided in the sample project is divided:</p>
<div id="attachment_449" class="wp-caption aligncenter" style="width: 410px"><a href="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/boxDetailed.png"><img class="size-full wp-image-449" title="boxDetailed" src="http://www.crocodella.com.br/wp_test/wp-content/uploads/2011/07/boxDetailed.png" alt="Box detailed" width="400" height="400" /></a><p class="wp-caption-text">Components of the base texture</p></div>
<p>The sections marked as &#8220;repeats&#8221; will be tiled to cover the whole width or height of the box. This is a similar concept to Apple&#8217;s own <a href="http://developer.apple.com/library/ios/documentation/uikit/reference/UIImage_Class/Reference/Reference.html#//apple_ref/occ/instm/UIImage/stretchableImageWithLeftCapWidth:topCapHeight:" target="_blank">stretchable images</a>, with the difference that in the <code>UIImage</code> implementation the area which repeats is 1-pixel wide, limiting its usage for textured backgrounds.</p>
<p>The <code>DecoratedBox</code> is a subclass of <code>CCSpriteBatchNode</code>, therefore the whole box will be drawn in a single OpenGL call, which should make it pretty efficient. For this particular implementation the image must be a square, and it&#8217;s dimensions should be multiples of 3, otherwise you may get some artifacts or seams in the box.</p>
<h2>Usage</h2>
<p>To create a <code>DecoratedBox</code> you call it&#8217;s constructor passing the image to be used and a width and height for your box. Due to the way the box is assembled, the width and height must be multiples of the section size (image size divided by 3). If that is not the case, the dimensions will be rounded down to the nearest valid sizes.</p>
<pre class="brush: c">
DecoratedBox *box = [DecoratedBox
	decoratedBoxWithFile:@"box.png" width:256 height:128];
</pre>
<p>If you need to resize the box after it has been created, you can call the <code>resizeToWidth:height:</code> method with the new dimensions. Keep in mind though that this is an expensive operation (all the sprites used to draw the box will be thrown away and recreated) so you should avoid using it in real time situations, such as animations.</p>
<h2>The code</h2>
<p>A sample project is <a href="https://github.com/crocodella/DecoratedBox">available on our GitHub</a>, which includes the source code for the <code>DecoratedBox</code> class and a simple <code>CCScene</code> showing its usage by adding two boxes to the scene. As always, any questions, bug reports or improvements can be sent through a comment in this post or any other contact method <img src='http://www.crocodella.com.br/wp_test/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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