Wednesday, August 14, 2013

Best Matcher for Kids game released

Match marine elements and feel the spirit of adventure!

Your mission is to conquer the sea horizon, pass levels and try to get all stars in each level.
In the COLOR room you need to match identical fishes and drop them into aquarium. More fishes - more chance to get three stars! But be careful in the vast sea. You will faced with different obstacles, including sharp hook, slippery bubble, penetrating freeze and fast shuffle. Play quickly to collect more stars. Extra time, sea ​​buoy, treasure chest and other power-ups will help you to complete the mission. Play addicting and entertaining game with your friends and family for FREE!
SHAPE room with new levels and new power-ups coming very soon!

Game was powered by Adobe AIR and Firefly SDK.


Available on:
 

FEATURES:
- Three game modes: Easy, Medium, Hard
- COLOR room with 24 levels and 11 power-ups
- Outstanding graphic and music
- Fun and relaxing gameplay
- Easy-to-play interface with save function
- SHAPE room coming soon


Let’s go match marine elements and collect stars!



  

20 comments:

  1. Hi,

    Nice game,How do you handle animation and the RAM usage?

    Thanks

    ReplyDelete
    Replies
    1. We used our Firefly SDK to develop this game. There are many features which facilitate the development of games. We handle a lot of problems which developer faces during implementation of the game.

      Delete
    2. are SDK is free? for commercial project to?
      thanks for answre :)

      Delete
  2. Hi,

    I used this SDK then the template landscape3, then do the game on gameview but i i got big RAM. How did you do the texture? It is same .fxg file or you do the spritesheet?

    Thanks

    ReplyDelete
    Replies
    1. We don't use any spreadsheets. You just need register all fxg textures and the spritesheet dynamically created based on device resolution.
      Please use an example how register textures using TextureBundle.

      In case you have a lot of textures in the game screen and add all the in one bundle it use a lot of RAM to generate dynamically spritesheet (texture atlas). As a solution you can create several custom bundles extended from TextureBundle.

      How much is the usage of RAM during switching to game screen (creating texture atlas)?

      Delete
  3. Hi,

    I found out that when registering a lot of .fxg file on GameTexture caused me a big RAM usage.

    On GameTexure 49 .fxg file because i have 25 levels then different background and that background i did the parallax.
    So, in that case there is any way that even i put a lot of .fxg file it will not consume a big RAM.

    I got this RAM 390 MB.


    ReplyDelete
    Replies
    1. Hi,

      All fxg in TextureBundle is loaded into RAM then placed into atlases and sent on GPU. So if you have lots of fxg you should keep in mind that loading of them will case not only RAM but GPU memory consumption (you can profile it by using Adobe Scout). To avoid memory overhead you can split you levels into two "Rooms" like in Firefly game template 4, in that case your game will load not all textures at once. Also keep in mind that memory consumption will be higher on devices with high resolution screens.

      Delete
  4. Currently we are working on new version of Firefly that will support different types of texture sources (fxg, swf, bitmap, atf etc.) and atlases, so you will have better control of texture loading.

    ReplyDelete
  5. Hi,

    I see, thank you for the response. I will try that, and by the way. On the GameSplash oh this game there is a loading animation, How did you do that? Can you plase share that for us.

    Thanks

    ReplyDelete
    Replies
    1. Hi,

      You can change size of the images using "enterFrame" event or use timer.

      Delete
  6. Hi,

    I have issue updating app on apple store:

    We found that your app exhibited one or more bugs, when reviewed on iPad running iOS 7, on both Wi-Fi and cellular networks, which is not in compliance with the App Store Review Guidelines.


    Specifically, your app shows the attached image on launch, and the user cannot proceed past this image. A screenshot is attached for your reference.


    For discrete code-level questions, you may wish to consult with Apple Developer Technical Support. Please be sure to:


    - include the complete details of your rejection issues
    - prepare any symbolicated crash logs, screenshots, and steps to reproduce the issues for when the DTS engineer follows up.

    ReplyDelete
  7. Nice game,very interesting game,thank you for posting this game.

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  8. This is such a great post, and was thinking much the same myself. Another great update.
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  9. I would assume that we use more than the eyes to gauge a person's feelings. Mouth. Body language. Even voice. You could at least have given us a face in this test.
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