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Category Archives: RocketHands

Postal Worker 12

Tomorrow marks the beginning of Global Game Jam 2010, which means I’ll take a brief respite from Postal Worker development. Expect the 13th installation to be late in the week next week.
Tonight I started by implementing a pause mode in KranzkyEngine. You can now pause, resume and stop it. Pause is pretty straightforward to implement; [...]

Postal Worker 11b

No update tonight – we had family dual-birthday celebrations at “The Burswood”, where we ate awesome food and watched fireworks from a distance. But, since I was asked, I thought I’d capture a screenie from the Kranzky Engine running on the iPhone. Note that there are three contexts running. They are called “Menu”, “Game” and [...]

Postal Worker 11

Pretty happy tonight that the game context manager has come together so nicely. I’ve created a bunch of different contexts (splash, menu, game, pause), and can easily transition them in and out, and overlay them on one another. It’s all pretty cool. The only wrinkle is that there was a perceivable pause when the “Captain [...]

Postal Worker 10

Wow – 20% of the way through the project. Scary stuff.
Tonight I got the first version of the ContextManager up and running. Right now the KranzkyEngine has the following structure:

KranzkySingleton
KranzkyEngine < KranzkySingleton

Initialise the AirPlay framework
Hook into iPhone events
Run the main loop

Call KranzkyContextManager to update and render

KranzkyContextManager < KranzkySingleton

Manage the list of known KranzkyContext objects
Manage the [...]

Postal Worker 09

Tonight I got a big chunk of work done on the Context and ContextManager, and I spent some time pulling apart the generic KranzkyEngine from the toy game that uses it (which is called HelloKranzky). Still a bit more to do until I can implement the click-through storyboard I mentioned, so looks like I’ll miss [...]

Postal Worker 08

I mentioned to Beetlefeet at lunch today that I really need to go through the AirPlay documentation to make sure I’m aware of everything that’s there, because up until now I’ve only referenced it on a need-to-know basis. Well, that pretty much sums up how I’ve spent my two hours tonight. I started by putting [...]

Postal Worker 07

Tonight was pretty mundane. In no particular order, I

set Pazu up with an ad-hoc build;
made sure my iMac has a static IP, as I need to run a server on it for packaging the game for iPhone deployment;
figured out how to view crash logs on the iPhone;
got more excited about GDB on Windows for debugging [...]

Postal Worker 06

Tonight I thought I’d start work on KranzkyEngine, after upgrading my AirPlay SDK license to remove the annoying EULA message when launching apps. Porting Box2D can wait for another day!
I want to write a game state manager that supports a stack of game states, making it possible to draw the game menu on top of [...]

PostalWorker 05

Tonight marks the end of the first week of Postal Worker development. The “Hello Kranzky” application runs on my iPhone, and allows up to five Captain Onion sprites to be moved around with multitouch. There were a few wrinkles getting the assets built and bundled, but everything is now under control, and I’m comfortable with [...]

Postal Worker 04

The Pitch
Postal Worker (PW) is a game of endurance for the iPhone. It is tuned so that a playthrough for a newbie would take around 30 seconds, and that an experienced player would consider a 5-minute game a long one. It has awesome audio, great music and a pleasing, colourful art style.
Playthrough
You grasp your iPhone, [...]