Monday, December 3, 2012

Christmas Toys game released


Santa in a hurry losing gifts on his way, catch them, and collect your Xmas Toy!

Tap the boxes to catch candies, lollipops and gingerbreads. Collect Christmas Toys from puzzles. Use TNT to break metal boxes. Try to catch mystery energy ball. Candies will help you to unlock new levels in this addictively fun game.

Play our game and feel real Christmas spirit!
Game was powered by Adobe AIR and Firefly SDK.



Available on:

FEATURES:
 20+ challenging levels puzzles
 10+ animated game characters
 Bonus levels for most avid players
 New Year 2013 Surprise!
 Outstanding graphics
 Funny sound effects and music
 Constant FREE updates with new levels and animations

A challenging game to be played on Christmas with your friends or family and try the best score!




    

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in4ray team wish you a Merry Christmas and Happy New Year!



7 comments:

  1. The app is crashing on my iPod touch 4th gen (iOS 6.1.3) randomly during loading screen (often when loading the menu or the first level).
    I also noticed it on other of your apps and on the game I'm developing using your Firefly SDK, although the crashes are not as frequent as with Christmas Toys.

    Do you guys have some known issues in the SDK for crash during loading?

    ReplyDelete
    Replies
    1. The most probable reason is GPU memory lack. We use high quality textures that takes a lot of memory. You can try to profile it using Adobe Scout tool.

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    2. I took the time today to check it further in Scout, and I found out that the problem occurs when the game is loading/unloading different texture bundles when switching Views (like in the various SDK templates), especially when you switch between those views very quickly.
      Scout will show that the RAM is filling up with Bitmaps (not the GPU RAM), way too fast for the garbage collector to keep up and dispose unused bitmaps from the previous view.

      I'm going to look into this further and maybe rethink how to handle my texture bundles as this problem is not present when you simply use one texture bundle everywhere (as in your ZombieRisingUp example). I guess a solution could be to reuse the previously generated bitmaps instead of generating them again each time.

      If I find a way around this by modifying the SDK I'll make a pull request on GitHub ;)

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    3. Actually each time bundle is loading all textures are rasterized from vector fxg files and then they are sent to GPU so you have big RAM memory consumption. You can't keep all game textures in one bundle because you'll have GPU memory overhead (only for simple one screen games like Zombie you can). What we can do is to add ability to keep rasterized textures in RAM and reuse it on loading bundle if you don't care about RAM memory.

      Anyway thank you very much that your are interested in our SDK and especially that you are trying to help us to improve it.

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    4. I see, thank you for the explanation. Knowing this I will first try to adjust my texture bundles depending on how often the player go to certain views and switch between them, etc. That should give more time for the GC to act.

      And I'm the one who thank you for making Firefly open source, I really enjoy using it, especially since I always loved the idea of using vector graphics in such a smart way ;)

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  2. Hi,

    I used your template, it is good but when i tried to upload in app store:

    Invalid Launch Image - Your app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later.

    Though you are not required to fix the following issues, we wanted to make you aware of them:

    Missing Push Notification Entitlement - Your app appears to include API used to register with the Apple Push Notification service, but the app signature's entitlements do not include the "aps-environment" entitlement. If your app uses the Apple Push Notification service, make sure your App ID is enabled for Push Notification in the Provisioning Portal, and resubmit after signing your app with a Distribution provisioning profile that includes the "aps-environment" entitlement. See "Provisioning and Development" in the Local and Push Notification Programming Guide for more information. If your app does not use the Apple Push Notification service, no action is required. You may remove the API from future submissions to stop this warning. If you use a third-party framework, you may need to contact the developer for information on removing the API.

    Non-PIE Binary - The executable 'MyGame.app' is not a Position Independent Executable. Please ensure that your build settings are configured to create PIE executables. For more information, refer to Technical Q&A QA1788 - Building a Position Independent Executable

    Once the required corrections have been made, go to the Version Details page and click "Ready to Upload Binary." Continue through the submission process until the app status is "Waiting for Upload." You can then deliver the corrected binary.

    How can i solve this, please help.

    Thanks

    ReplyDelete
    Replies
    1. We also faced with such warning during uploading our applications.

      1) Missing Push Notification Entitlement. This is an issue of Adobe AIR platform, but Adobe doesn’t fix this issue yet.
      2) Non-PIE Binary. PIE has nothing to do with Orientation of the applications, it's related to security aspects of the application. Currently, AIR applications are not being generated as PIE binaries, but looks like Apple now encourages to do so. Adobe currently investigating it.

      These two warnings are issues of compatibility with iOS and Adobe AIR. Responsible of the fixing them is Adobe. But they say that these warnings are not a reason of rejecting the application and they are working to fix them.

      Here is http://forums.adobe.com/message/5300022?tstart=0 discussion about these warning and yoy can find additional information there.

      Delete