iPhone 4 testers wanted

Do you have a brand new iPhone 4? I’m looking for a couple of people to help testing Jewels for iPhone on the actual iPhone 4 device. I have been working on to make sure that Jewels works also in the iPhone 4 resolution (and yes, I have crisp, pixel perfect high resolution graphics included, [...]

Turned out I lied…

..about making the final post about Jewels. Sorry!
I wanted announce that I’ve managed to start working on bringing Jewels to the iDevices (at least for iPhone + iPod touch), even with the taking-care-of-the-baby-business! I’ve only recently started writing it from the grounds up in C++ with some Objective-C (or actually Objective-C++). (If anybody [...]

Jewels for Android released!

Just wanted to announce that I’ve finished the Android port of Jewels. It is now available through the Android Market, for free. The comments so far have been very positive, thank you. I’ll probably release an update later with some fixes and tweaks, but after that I think it’s time to start thinking [...]

Enter the Android

Hi, everybody! (“Hi, doctor Nick!” …sorry.)
Little background on today’s topic: When I first heard of the Google Android-platform some years back, I thought it was interesting but never actually expected to see proper devices (i.e. mobile phones) coming to reality. Now that there is several Android phones from a few manufacturers, I’ve been eyeing out [...]

Geez, it’s been a while…

Time for an update, I reckon.
Although PolyAnim is generally on hold due to the game project, I made a few optimizations (reducing garbage generation mostly, still quite high though) to it. As for the game, I’m still working on the engine side — BUT — I’ve written down some things on the game plot and [...]