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<channel>
	<title>Make Games or Die Trying</title>
	
	<link>http://smilediver.joystickninjas.com</link>
	<description>Game development and programming.</description>
	<lastBuildDate>Wed, 02 Feb 2011 19:16:02 +0000</lastBuildDate>
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		<title>Game engine + FTP == awesome stuff</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/GdguXziDTfE/</link>
		<comments>http://smilediver.joystickninjas.com/2011/game-engine-ftp-awesome-stuff/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 19:14:23 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[assets]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[downloading]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[ftp]]></category>
		<category><![CDATA[ios]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=181</guid>
		<description><![CDATA[For a couple of days I was tossing an idea of integrating FTP into my game engine.  Yeah, it totally sounds crazy, and this was my first thought too. But I have a very good reason why. The iOS game, I&#8217;m currently working on, has a level editor only on Windows. To test and tweak [...]]]></description>
			<content:encoded><![CDATA[<p>For a couple of days I was tossing an idea of integrating FTP into my game engine.  Yeah, it totally sounds crazy, and this was my first thought too. But I have a very good reason why. The iOS game, I&#8217;m currently working on, has a level editor only on Windows. To test and tweak the level for a game I have to edit it with the editor on Windows, then commit to SVN, check out it on Mac, build the game, and run on iPhone. That&#8217;s quite a path and wastes a lot of time. All this makes quick iterations impossible, and the worst part is that all this repetition is very annoying and demotivating.</p>
<p>At first, an idea flashed in a head about doing it all myself , but I was smart enough to quickly reject it. So, I&#8217;ve went to see if there were any solutions ready, and googled for FTP server or client code. I guess my googling skills are dusting, as it took some time, but I finally came across <a href="http://nbpfaus.net/~pfau/ftplib/">ftplib</a>. It&#8217;s a small and portable library implementing FTP client&#8217;s protocol. On Windows it worked without any modifications. On iOS I wasn&#8217;t so lucky, but the only problem was that Xcode&#8217;s compiler doesn&#8217;t define &#8220;__unix__&#8221;. So after modifying couple #ifdef&#8217;s it was ready to go. Overall it took me a couple of hours to get it working, mainly because the first FTP server I&#8217;ve tried was crashing. But then I came across <a href="http://www.sentex.net/~mwandel/ftpdmin/">ftpdmin</a>, which worked flawlessly, and the best thing about it is that its distribution is only 1 exe file. Here&#8217;s a screenshot showing ftpdmin serving a level to the game engine:</p>
<p><a href="http://smilediver.joystickninjas.com/wp-content/uploads/2011/02/ftp.jpg"><img class="aligncenter size-full wp-image-182" title="Ftpdmin serving level's file to the game." src="http://smilediver.joystickninjas.com/wp-content/uploads/2011/02/ftp.jpg" alt="" width="671" height="345" /></a></p>
<p>Whole code for this takes just like 20 lines or so. Here&#8217;s the first hackish implementation (with a bonus buffer overflow!) that got the snowball running:</p>
<pre class="brush: cpp; title: ;">
    netbuf* control;
    FtpInit();
    if (FtpConnect(&quot;192.168.2.100&quot;, &amp;control) == 1) {
        LogInfo(&quot;Connected to ftp&quot;);

        FtpLogin(&quot;game&quot;, &quot;game&quot;, control);

        netbuf* data;
        if (FtpAccess(gLevels[mLevel].mFile, FTPLIB_FILE_READ, FTPLIB_IMAGE, control, &amp;data) == 1) {
            LogInfo(&quot;Ftp file open&quot;);

            const int size = 102400;
            char buf[size];
            int read;
            read = FtpRead(buf, size, data);
            if (read == -1) {
                LogWarning(&quot;Error reading ftp file&quot;);
            } else {
                buf[read] = 0;
                LogInfo(&quot;Ftp file read&quot;);
            }

            FtpClose(data);
        } else {
            LogWarning(&quot;Couldn't open ftp file&quot;);
        }

        FtpQuit(control);
    } else {
        LogWarning(&quot;Couldn't connect to ftp&quot;);
    }
</pre>
<p>So now when I&#8217;m working on levels I simply launch ftpdmin on my Windows machine, and the game on my iPod automatically downloads the levels. I play it, edit on Windows, save it, restart the level and it&#8217;s ready to be played again. Fast and effective. Yay for iterative development! The only thing I hate is that it has to use Wi-Fi&#8230; I wish iPods could access network through it&#8217;s USB cable.</p>
<p>The best thing about this is that you don&#8217;t need to stop with level editing. Just imagine editing and instantly downloading scripts. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<img src="http://feeds.feedburner.com/~r/MakeGamesOrDieTrying/~4/GdguXziDTfE" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Mac and Windows not resolving *.local hostnames</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/tnwSFXH6Va4/</link>
		<comments>http://smilediver.joystickninjas.com/2011/mac-and-windows-not-resolving-local-hostnames/#comments</comments>
		<pubDate>Tue, 04 Jan 2011 12:22:43 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[bonjour]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[mdns]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[solution]]></category>
		<category><![CDATA[svn]]></category>
		<category><![CDATA[windows]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=160</guid>
		<description><![CDATA[Yesterday, after all these holidays, I was trying to get back to working on my game. For developing iOS games I&#8217;m using: my laptop with Windows 7, that hosts all code in SVN; and a Mac Mini with Mac Os X, that I basically use to port and test games on iOS. For several months, [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday, after all these holidays, I was trying to get back to working on my game. For developing iOS games I&#8217;m using: my laptop with Windows 7, that hosts all code in SVN; and a Mac Mini with Mac Os X, that I basically use to port and test games on iOS. For several months, I had them in separate rooms, because our house has one router in a garage, and each room gets only one Ethernet cable. So yesterday I&#8217;ve got another router, setup a mini network in my room and connected laptop and Mac Mini to it. I&#8217;ve committed all the code from laptop to SVN, proceeded to check it out on a Mac Mini, and was surprised with a nice &#8220;Host sandbox.local not found&#8221; (sandbox is a hostname for my laptop).</p>
<p>I&#8217;m using <a href="http://en.wikipedia.org/wiki/Bonjour_(software)">Bonjour</a> (which is an implementation of <a href="http://en.wikipedia.org/wiki/Zeroconf">Zeroconf</a>) on Windows to resolve it&#8217;s hostname to IP for Mac. It&#8217;s a single nice side effect of having iTunes installed. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Our router has a DHCP service, and since I&#8217;m using laptop in a lot of different places I&#8217;d hate to mess with &#8220;/etc/hosts&#8221; and switch to a static IP, or relocate SVN in a Mac Mini to a different IP of my laptop each time I needed to get sources from SVN. It&#8217;s so nice just to be able to enter &#8220;svn://sandbox.local&#8221; for a repository url and see everything magically work. So if you&#8217;re struggling with a similar situation, then I advice to look into solving this with Bonjour.</p>
<p>And finally the solution to the problem&#8230; since Bonjour uses multicast for it&#8217;s service, router also must support it, and it must be enabled. I&#8217;m using Linksys BEFSR41, so for me the option was in &#8220;Security-&gt;Filter-&gt;Filter Multicast&#8221;, and it simply had to be enabled. The option is also misleading, as it seems that enabling it would actually filter out multicast packets, but it&#8217;s backwards. Another name that this might hide behind is IGMP, so if it&#8217;s not working, then check related settings too.</p>
<img src="http://feeds.feedburner.com/~r/MakeGamesOrDieTrying/~4/tnwSFXH6Va4" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Resolve Ambiguity</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/6-o_K0ENXZ8/</link>
		<comments>http://smilediver.joystickninjas.com/2010/resolve-ambiguity/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 19:28:40 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Blabing]]></category>
		<category><![CDATA[errors]]></category>
		<category><![CDATA[funky]]></category>
		<category><![CDATA[visual studio]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=141</guid>
		<description><![CDATA[Solving ambiguities in Visual Studio&#8230; yeah&#8230;]]></description>
			<content:encoded><![CDATA[<p>Solving ambiguities in Visual Studio&#8230; yeah&#8230; <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
<p><a href="http://smilediver.joystickninjas.com/wp-content/uploads/2010/08/MSVCSolvingAmbiguities.jpg"><img class="aligncenter size-full wp-image-140" title="MSVCSolvingAmbiguities" src="http://smilediver.joystickninjas.com/wp-content/uploads/2010/08/MSVCSolvingAmbiguities.jpg" alt="" width="690" height="471" /></a></p>
<img src="http://feeds.feedburner.com/~r/MakeGamesOrDieTrying/~4/6-o_K0ENXZ8" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>50 lines of code. To little or a lot?</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/-g2sC3YL3yE/</link>
		<comments>http://smilediver.joystickninjas.com/2010/50-lines-of-code-to-little-or-a-lot/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 16:25:19 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[50 Lines]]></category>
		<category><![CDATA[Contest]]></category>
		<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=111</guid>
		<description><![CDATA[Just finished organizing a small local gamedev community contest, that lasted a bit over a week, and where participants were required to write a game in just 50 lines of code. When I&#8217;ve announced the contest, reactions where kinda interesting. People were asking if 50 was a mistype and I&#8217;ve meant 500 instead of 50, [...]]]></description>
			<content:encoded><![CDATA[<p>Just finished organizing a small local gamedev community contest, that lasted a bit over a week, and where participants were required to write a game in just 50 lines of code. When I&#8217;ve announced the contest, reactions where kinda interesting. People were asking if 50 was a mistype and I&#8217;ve meant 500 instead of 50, some stated that it was hard and some even argued that it&#8217;s impossible. On the other hand, some just asked questions to clarify rules and went to work. Later in the evening someone already sent me a game written from scratch. Wow, that was quick. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>The common problem at the start was that old thinking habit. People were shocked: it takes more lines than that just to initialize the window and start OpenGL or DirectX. And what about loading assets? Models, textures, levels? And arghhh&#8230; engines! This shows how such habits are really constraining creativity. Instead of thinking about game ideas, and only then about how to stuff those ideas into 50 line limits and other constraints, people go the other way and try to think about limits, their usual ways of work and only then about ideas. As my experience through whole game developers career showed it multiple times &#8211; it&#8217;s a bad thing to do. As they say: think out of the box!</p>
<div id="attachment_126" class="wp-caption aligncenter" style="width: 510px"><a href="http://smilediver.joystickninjas.com/wp-content/uploads/2010/07/StarWarsKamikaze.jpg"><img class="size-full wp-image-126" title="Star Wars Kamikaze" src="http://smilediver.joystickninjas.com/wp-content/uploads/2010/07/StarWarsKamikaze.jpg" alt="" width="500" height="253" /></a><p class="wp-caption-text">Star Wars Kamikaze game. My entry for contest.</p></div>
<p>Contest&#8217;s main rules were quite simple: only 50 lines of code, any programming language was accepted, and game could use unlimited amount of assets (data files). Unfortunately, I&#8217;ve had to add some sub rules to explain what exactly one line of code was, because it&#8217;s very easy to abuse this with reaaaaally long lines. So, rule of one command per line was added. As expected, it&#8217;s hard to grasp what one command could mean, so I&#8217;ve had to add a bunch of other sub rules, to explain what was allowed and what was not. This is probably the only part of the contest that has failed, because simple one line rule became a couple pages of explanations on what was considered one line or command. I&#8217;ve wanted to keep it simple, but it quickly got out of hand. Next time, I think it would be easier just to limit line length to 80 or so symbols, so in the end, you just need to keep your code in a 50&#215;80 box. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  Then the only problem would be language differences, where some languages may be able to stuff more code in a single line than others.</p>
<div id="attachment_125" class="wp-caption aligncenter" style="width: 510px"><a href="http://smilediver.joystickninjas.com/wp-content/uploads/2010/07/Jtg.jpg"><img class="size-full wp-image-125 " title="JTG - Journey Through Games" src="http://smilediver.joystickninjas.com/wp-content/uploads/2010/07/Jtg.jpg" alt="" width="500" height="253" /></a><p class="wp-caption-text">JTG - Journey Through Games by KestasL. Winner of best game award.</p></div>
<p>Despite some problems with rules, final games were <strong>AWESOME</strong>. It&#8217;s amazing what is possible to do in just 50 lines of code, and I must say, that some games made my jaw drop. This is the link to the final games with their source code, have a look at it: <a href="http://smilediver.joystickninjas.com/wp-content/uploads/2010/07/50LocAllGames.zip">50LocAllGames</a>. In the end 10 games were submitted and participated in the best game&#8217;s vote, and 3 more submitted applications were disqualified, because they lacked common features making them as games. The best game was voted &#8220;JTG&#8221; aka &#8220;Journey Through Games&#8221; by KestasL. It&#8217;s absolutely amazing, considering it was written in just 50 lines of code. Yes, it uses a lot of assets, but the idea and concept of the game is ingenious! Congratulations to KestasL.</p>
<p>Conclusions? 50 lines of code is a lot! People imagination, as always, has a surprise ready. It was a great deal of fun. It&#8217;s awesome to write small games in a small amount of time and get the feedback quick. In the end, contest went really well. It was a lot of fun and people liked it. I want to organize it sometime again, and I already have some interesting ideas floating in my mind. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<img src="http://feeds.feedburner.com/~r/MakeGamesOrDieTrying/~4/-g2sC3YL3yE" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Brainy Smarty Party game trailer!</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/C4bwpbfmHn8/</link>
		<comments>http://smilediver.joystickninjas.com/2009/brainy-smarty-party-trailer/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 11:18:41 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Products]]></category>
		<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Brainy Smarty Party]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Trailer]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=42</guid>
		<description><![CDATA[One more great news! We just finished a game trailer video for Brainy Smarty Party. Check out on Youtube directly, or an embedded video bellow. Rates and comments are welcome. Enjoy.]]></description>
			<content:encoded><![CDATA[<p>One more great news! We just finished a game trailer video for Brainy Smarty Party. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Check out on <a href="http://www.youtube.com/watch?v=Fh5MkgGFx3I">Youtube</a> directly, or an embedded video bellow. Rates and comments are welcome. Enjoy. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><object width="480" height="295"><param name="movie" value="http://www.youtube.com/v/Fh5MkgGFx3I&#038;hl=en&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Fh5MkgGFx3I&#038;hl=en&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></embed></object></p>
<img src="http://feeds.feedburner.com/~r/MakeGamesOrDieTrying/~4/C4bwpbfmHn8" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Brainy Smarty Party Lite sees the daylight!</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/KidsKUsGLbI/</link>
		<comments>http://smilediver.joystickninjas.com/2009/brainy-smarty-party-lite-sees-the-daylight/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 09:42:48 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Products]]></category>
		<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Brainy Smarty Party]]></category>
		<category><![CDATA[Game]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=38</guid>
		<description><![CDATA[As the title suggests, we&#8217;re happily announcing a free Lite version for our debut game: Brainy Smarty Party Lite. Check it out and spread the word. Hopefully we&#8217;ll get a higher exposure with this.]]></description>
			<content:encoded><![CDATA[<p>As the title suggests, we&#8217;re happily announcing a free Lite version for our debut game: <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=332243329&amp;mt=8">Brainy Smarty Party Lite</a>. Check it out and spread the word. Hopefully we&#8217;ll get a higher exposure with this. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<img src="http://feeds.feedburner.com/~r/MakeGamesOrDieTrying/~4/KidsKUsGLbI" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Opening App Store in iPhone without Safari</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/mb6CEuqF9xA/</link>
		<comments>http://smilediver.joystickninjas.com/2009/opening-app-store-in-iphone-without-safari/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 09:59:38 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=24</guid>
		<description><![CDATA[A week or so ago, we were working on a free Brainy Smarty Party Lite version of the game, and bumped into a bit annoying thing. Lite version has a screen, describing full version of the game, and a link, which opens game&#8217;s page in App Store. The annoying part is, that after you press [...]]]></description>
			<content:encoded><![CDATA[<p>A week or so ago, we were working on a free Brainy Smarty Party Lite version of the game, and bumped into a bit annoying thing. Lite version has a screen, describing full version of the game, and a link, which opens game&#8217;s page in App Store. The annoying part is, that after you press a button, instead of opening App Store directly, it actually opens Safari browser, which in turn redirects to a bunch of other URLs, and then launches App Store. Whoa&#8230; so much action for such a simple thing! As always, all knowing Google helped to solve the problem. And solution was&#8230; erm&#8230; interesting. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
<p>URL that opens application in App Store is this: <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=326683049&amp;mt=8">http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=326683049&amp;mt=8</a>. Now, to fix the problem, all you have to do is change &#8220;itunes&#8221; part to &#8220;phobos&#8221;, so the URL would look like: <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=326683049&amp;mt=8">http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=326683049&amp;mt=8</a>. Sometimes you wish all the problems could be solved like that! Code for opening an app in a webstore is here:</p>
<pre> NSString *buyString=@"http://phobos.apple.com/WebObjects/" \
   "MZStore.woa/wa/viewSoftware?id=326683049&amp;mt=8";
 NSURL *url = [[NSURL alloc] initWithString:buyString];
 [[UIApplication sharedApplication] openURL:url];
 [url release];</pre>
<p>So, the annoying thing was fixed, and BSP Lite is on it&#8217;s way to App Store! Hopefully Apple will approve it soon. Fingers crossed. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<item>
		<title>Moving my blog!</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/2QbSxHfczo8/</link>
		<comments>http://smilediver.joystickninjas.com/2009/moving-my-blog/#comments</comments>
		<pubDate>Sun, 20 Sep 2009 14:16:00 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/2009/moving-my-blog/</guid>
		<description><![CDATA[Hey! I decided to move my blog to Joystick Ninjas domain and switch to WordPress, which will give me a bit more flexibility. I&#8217;ve redirected blogger.com&#8217;s url and feed to a new site, but still recommend to update your links, in case something doesn&#8217;t work&#8230; New blog url: http://smilediver.joystickninjas.com Blog feed: http://feeds.feedburner.com/MakeGamesOrDieTrying Blog comments feed: [...]]]></description>
			<content:encoded><![CDATA[<p>Hey! I decided to move my blog to Joystick Ninjas domain and switch to WordPress, which will give me a bit more flexibility. I&#8217;ve redirected blogger.com&#8217;s url and feed to a new site, but still recommend to update your links, in case something doesn&#8217;t work&#8230;</p>
<p style="text-align: left;">New blog url: <a href="http://smilediver.joystickninjas.com">http://smilediver.joystickninjas.com</a><br />
Blog feed: <a href="http://feeds.feedburner.com/MakeGamesOrDieTrying">http://feeds.feedburner.com/MakeGamesOrDieTrying</a><br />
Blog comments feed: <a href="http://feeds.feedburner.com/MakeGamesOrDieTryingComments">http://feeds.feedburner.com/MakeGamesOrDieTryingComments</a></p>
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		<item>
		<title>Brainy Smarty Party is out!</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/RZniXHcNSuI/</link>
		<comments>http://smilediver.joystickninjas.com/2009/brainy-smarty-party-is-out/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 17:04:00 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Joystick Ninjas]]></category>
		<category><![CDATA[Products]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=14</guid>
		<description><![CDATA[Finally, after a long battle, with many losses and victories, the quest is over: Joystick Ninjas have finished their very first game: Brainy Smarty Party! Woohoooo! And the first thing I want to do is send a huge thanks to everyone involved, who helped to push our products out the door, and made all this [...]]]></description>
			<content:encoded><![CDATA[<p>Finally, after a long battle, with many losses and victories, the quest is over: Joystick Ninjas have finished their very first game: <a href="http://joystickninjas.com/brainysmartyparty">Brainy Smarty Party</a>! Woohoooo! And the first thing I want to do is send a huge thanks to everyone involved, who helped to push our products out the door, and made all this possible. So thanks to Tomas Dirvanauskas, who was one of the first ninjas in JN and coded most of the parts of our game engine! Thanks to Justinas Vilimas, a special ninja, who actually implemented the game side in Brainy Smarty Party! Thanks to Lukas Lukoševičius, who made all eye catchy graphics! Thanks to Egidijus Čilčius, who composed and recorded an awesome sound track! And thanks to Tomas Jakubauskas, who was very kind to make a logo for JN! You guys rock! You are real ninjas! <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Now back to the point&#8230; So what is Brainy Smarty Party? Simply put, it&#8217;s a collection of 15+1 fun and addictive games to train your brain. The coolest thing about it is an ability to post your hi-scores online, and compete with people all over the world. It also includes Sudoku puzzle, for those who are addicted to it! You know who you are. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  Since the pictures tell more than a thousand words, take a look at a few eye candies from Brainy Smarty Party:</p>
<p><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_cbz3iI0K1B0/SrUQ4lQdfBI/AAAAAAAAAAw/WWRI-98tkfE/s1600-h/01-loading.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://3.bp.blogspot.com/_cbz3iI0K1B0/SrUQ4lQdfBI/AAAAAAAAAAw/WWRI-98tkfE/s320/01-loading.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5383227493851167762" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_cbz3iI0K1B0/SrUQ5l6NnkI/AAAAAAAAABI/7Hoh7DcmbOQ/s1600-h/12-weights.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://3.bp.blogspot.com/_cbz3iI0K1B0/SrUQ5l6NnkI/AAAAAAAAABI/7Hoh7DcmbOQ/s320/12-weights.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5383227511206157890" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_cbz3iI0K1B0/SrUQ5TsKRCI/AAAAAAAAABA/8VfCnBBvPIQ/s1600-h/14-grid.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://3.bp.blogspot.com/_cbz3iI0K1B0/SrUQ5TsKRCI/AAAAAAAAABA/8VfCnBBvPIQ/s320/14-grid.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5383227506315379746" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_cbz3iI0K1B0/SrUQ41x1JKI/AAAAAAAAAA4/8F0E32WU3-Q/s1600-h/05-memory.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://4.bp.blogspot.com/_cbz3iI0K1B0/SrUQ41x1JKI/AAAAAAAAAA4/8F0E32WU3-Q/s320/05-memory.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5383227498286097570" /></a></p>
<p>For more screenshots check out Brainy Smarty Party web page here: <a href="http://joystickninjas.com/brainysmartyparty">clicky</a>, or directly on iTunes here: <a href="http://joystickninjas.com/brainysmartyparty/itunes">clicky</a>.</p>
<p>Other great news, is that we finally have our own logo! It was created by my good friend Tomas Jakubauskas, and I think the logo looks awesome. It conveys the message really well, and it literally is: we&#8217;re here to kick ass, and make great games! <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  And here it is:</p>
<p><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_cbz3iI0K1B0/SrUQ6P1UIfI/AAAAAAAAABQ/b_llrNJ_3zI/s1600-h/00-logo.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://4.bp.blogspot.com/_cbz3iI0K1B0/SrUQ6P1UIfI/AAAAAAAAABQ/b_llrNJ_3zI/s320/00-logo.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5383227522459902450" /></a></p>
<p>Ok, so enough reading, now go and check out <a href="http://joystickninjas.com/brainysmartyparty">Brainy Smarty Party</a>, and buy a copy if you have an iPhone &#8211; ninjas need food too. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_razz.gif' alt=':-P' class='wp-smiley' /> </p>
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		<item>
		<title>iTunes Connect submission battles</title>
		<link>http://feedproxy.google.com/~r/MakeGamesOrDieTrying/~3/23Av80MNxoc/</link>
		<comments>http://smilediver.joystickninjas.com/2009/itunes-connect-submission-battles/#comments</comments>
		<pubDate>Mon, 10 Aug 2009 15:04:00 +0000</pubDate>
		<dc:creator>Smilediver</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://smilediver.joystickninjas.com/?p=13</guid>
		<description><![CDATA[Probably there&#8217;s nothing more demotivating than bumping right into invisible wall just in front of the finish line. And this just happened with our first game. We have finally assembled it&#8217;s master build, prepared it for iTunes Connect submission and with great disappointment had to find out that the build gets rejected with a weird [...]]]></description>
			<content:encoded><![CDATA[<p>Probably there&#8217;s nothing more demotivating than bumping right into invisible wall just in front of the finish line. And this just happened with our first game. We have finally assembled it&#8217;s master build, prepared it for iTunes Connect submission and with great disappointment had to find out that the build gets rejected with a weird error when uploading.</p>
<p>Yes, we are one of those unlucky that had to deal with: &#8220;The binary you uploaded was invalid. The signature was invalid, or it was not signed with an Apple submission certificate.&#8221; error. After a quick googling around, it was apparent that behind this error was a billion of different things that could be wrong. Some people were lucky with just rebuilding their projects, some found out that you can&#8217;t use spaces for the build&#8217;s zip file, others forgot to include app icon in proper format and so on.</p>
<p>In our case error was triggered by a couple of files beginning with &#8220;._&#8221;, or more exactly two  &#8220;._resources.xml&#8221; files. I have read about  &#8220;._&#8221; problem in one page from Google search results, but quickly dismissed this case, since our project didn&#8217;t used such files and a quick file search in the build&#8217;s zip file found nothing. But&#8230; after a lot of messing around, I&#8217;ve noticed that signature file (_CodeSignature/CodeResources) actually contained lines for non existing files like:</p>
<p><span style="font-family:courier new;">&lt;key&gt;Games/General/Config/._resources.xml&lt;/key&gt;<br />&lt;data&gt; <br />D4z0McjugF22KhX0wp+ZjJ1MK9Q=<br />&lt;/data&gt;</span></p>
<p>Looking at the above it was obvious were the problem was. Game&#8217;s source &#8220;Games/General/Config/&#8221; directory had our original &#8220;resources.xml&#8221; file and also &#8220;._resources.xml&#8221;. Now, I&#8217;m not sure why these &#8220;._resources.xml&#8221; files were there. It seems that they either were auto generated by Xcode or Mac OS X itself. Anyway, after this we quickly fixed it and upload went well!</p>
<p>So if you run into similar problem, do a search for files beginning with &#8220;._&#8221;. Also get ApplicationLoader from iTunes Connect site, and run it from the console. It will give a bit more detailed report about the error in the console. Though, in this case error message was very vague too, and didn&#8217;t helped much.</p>
<p>Looking back at it now&#8230; maybe all this mess was a good thing, because during the process we found another two bugs. <img src='http://smilediver.joystickninjas.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  And&#8230; as you can guess, we are near the launch of our first game! Hopefully submission process will be much more smoother.</p>
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