Plaid World is seeking investment for iPhone.
June 30th, 2008FOR IMMEDIATE RELEASE
Software Development On The iPhone
St. Cloud, Minnesota - April 30, 2008 - An experienced software development team is seeking funding to bring networked applications for Mac / Windows / Linux to the iPhone using their new cross-platform engines, Bang 2D and Bang3D.
The current software marketplace is witnessing the convergence of two trends; the popularity of networked software applications and the arrival of the iPhone as a standard mobile platform. Plaid World is set to take advantage of this opportunity with its cross-platform development tools.
With years of experience, Plaid World believes in designing tools and technology geared towards solving a class of problems versus one-shot application solutions. To this end they have developed two robust, multi-platform software engines allowing for:
• Rapid Development Cycles.
• Development with small teams, minimizing development costs and maximizing revenue potential.
• Simultaneously release across multiple platforms.
The purpose of these tools is to level the playing field between creative teams and programmers, allowing the development of full-featured software with little or no traditional programming.
With Bang 2D and Bang 3D, Plaid World is primed and ready to rocket into position as a leading mobile application developer. Plaid World is seeking interested parties to invest funds needed to get its software ready for the first round of iPhone applications made available to the public.
Plaid World Studios LLC is a Limited Liability Company located in St. Cloud, MN. Plaid World’s President, Chris Dillman, has published multiple products beginning with Final Impact in 1993.
Parties interested in learning more about Plaid World LLC, BANG 2D and BANG 3D should contact Chris Dillman at chrisd@plaidworld.com
See iPhone
New Ports
June 30th, 2008BANG2D / Mouse House are now up and running on 4 platforms.
OSX/Win32/Linux and iPhone.
Thanks to Anders whom I hired to set up the build systems for Windows and Linux builds. He did excellent work.
iPhone
June 30th, 2008BANG2D and Mouse House are now up and running on iPhone.
Took me about 40 hours to port the engine to iPhone.
Initally the engine ran at a grand 3 FPS.
With compiler optimizations it it hit a grand 5 FPS.
I then swapped out the standard lua lib for a FLOAT based version vs the defualt DOUBLES. This gave me a grand total of 8 FPS…
I then reworked the actual BANG2D Lua code to be smarter and faster… which gave me around 11 FPS.
Next I started moving all the main lua loops and polling code back into C++ objects. This gave me a good 20 FPS.
I also went out to WWDC the big Apple developers conference in SF.
Out there I learned from someone I met that the default THUMB code generation option that was set as a default in all the Apple project templates is moronic for any FPU heavy application. Turning off that 1 code generation option gave me another 8 fps.
Mouse House is now running at a steady 28 FPS on the iPhone… almost the the golden 30 FPS I was shootting for
In comparison MH running on my MBA 1.8 gets a good 120 FPS even with the crappy x3100 GPU and shared VRAM.
I figure with maybe another weeks work and optimizations of the collision code MH will be running over 30 FPS on the iPhone.
New Screen Shot
March 12th, 2008RPG Style Text Boxes
December 2nd, 2007More Screen Shots
September 9th, 2007Update
August 9th, 200707-08-08
[ ADD ] Key 9 now toggles Debug info on and off … so… FPS and Camera movement
[ CHG ] function sprite:spawn in_name was moved to front of arguments list
[ FIX ] Sprite deletion bug again.
[ FIX ] Ball can not be pushed onto power ups or transporters
[ ADD ] Sprite over rect function to help well when 1 sprite is fully over another ( maybe )
[ ADD ] Ball can be pushed onto conveyer belts
[ FIX ] Mouse Not dieing bug
07-07-08
[ FIX ] Bees fixed shooting left and right and up and down
[ FiX ] Bees are now non lethal to touch
[ FIX ] Conveyor belts have a constant speed now
07-08-01
[ ADD ] Basic Sound / Music works.
[ ADD ] sprite children deletion
[ FIX ] sprite deletion bug
[ ADD ] frame_set:load( ) now has a call back option… called on loop or termination of loop etc
[ CHG ] PLAY_FORWARD is now PLAY_FORWARD_AND_STOP
[ CHG ] PLAY_BACKWARD is now PLAY_BACKWARD_AND_STOP
[ ADD ] function sprite:current_frame()
[ ADD ] Stop All Function which halts a sprite and its children
[ ADD ] Move Children support
[ ADD ] Draw children support
[ ADD ] spawn_child_sprite
[ ADD ] Current file path global var
[ ADD ] Add global function to find the file name - .lua from a path
[ ADD ] Sprites can now get their name based on the file they are in vs explicit naming.
New ALPHA Screenshot of Mouse House
July 22nd, 2007All Game Sprites Done
July 13th, 200707-07-12
[ ADD ] CRUMBLING floor
[ ADD ] BOMBs that explode when the player gets to close
[ ADD ] BEES that shoot when you walk in front of them
[ ADD ] end guy monster who wakes when all the keys are picked up and chases you fast so you better be near the exit
[ ADD ] snail that chases player slowly, when it touches the player is closes up in its shell and blocks its path







