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Wandering Baby Version 1.0.1 Update Released

Hey guys,

I just wanted to let you know that new update to Wandering Baby for iOS has been approved and ready for distribution on the App Store. The main changes include:

-Modified jump mechanic for consistency
-Added interstitial ads on the game over event

If you already have Wandering Baby, be sure to update it soon! It should be easier than the initial version.

Link to the game in the App Store

New iOS Game Released: Wandering Baby

Hey guys,

My latest iOS game titled Wandering Baby is now released in the App Store! I describe this game as something HARDER than the original Flappy Bird.

My story: I originally planned to release SpermWorld 2, which was an iOS version of a game submitted into the Flappy Jam, into the App Store since I found some sperm-themed apps in it. However, it got rejected due to the game ‘containing excessively crude or objectionable content.’ So, I replaced the sperm with a baby and then renamed the game as it is now.

Here are the screenshots:

Screenshot 2014.04.18 18.11.34 Screenshot 2014.04.18 18.13.01 Screenshot 2014.04.18 18.14.54

Also, I forgot to mention that the game is FREE! If you think you can get the toppest score in Game Center, be my guest!

Here is the link to the game on the App Store:
https://itunes.apple.com/us/app/wandering-baby/id866274993?ls=1&mt=8

P.S. Please be kind to tap on the iAd each time you play. I’m in a financial bind right now. I got no income and little money left in my bank account now. Thanks!

PAX East 2014 and Boston Photos

This year, I went to Boston to check out PAX East for the first time. Here are my photos below.

The inn room I stayed at.

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The long line at Boston’s ramen shop named Yume wo Kakare and the buta ramen (with garlic and vegatables) I ate there.

IMG_1233 IMG_1234

Now for PAX East 2014:

IMG_1235 IMG_1236 IMG_1237 IMG_1238 IMG_1239 IMG_1240 IMG_1242 IMG_1243 IMG_1244 IMG_1245 IMG_1246 IMG_1247 IMG_1249 IMG_1250 IMG_1252 IMG_1253 IMG_1254 IMG_1255

Leaving Boston for home:

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For my next trip to another PAX, I plan to get my own booth to show off my games.

My bonus cover photo:

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Global Game Jam 2014 Submission: Monk’s Journey

At this year’s Global Game Jam, I chose to develop a game at Cipher Prime because I usually hang out there almost every week. Also, I teamed up with the a bunch of strangers to seek new challenges. The only lesson I learned there as a frequent game jammer is that I should bring my own large notebook/sketchbook to write down my plan in case there is no whiteboard.

Anyway, our game is called Monk’s Journey.
monksjourney_featured

Here are the links related to my group’s game submission:

Global Game Jam page:
http://globalgamejam.org/2014/games/monks-journey
Web Player:
http://www.danielhjung.com/projects/MonksJourney/MonksJourney_Web.html
Download (Win/OS X/Linux):
http://www.danielhjung.com/projects/MonksJourney/MonksJourney.zip

Philly Game Jam 2013 Entry: Ghost Blasters

Hey people, my game jam team Space Lords have created a game within 43 hours at Philly Game Jam 2013 called Ghost Blasters. We didn’t win any awards at this time, but we enjoyed what we’ve been doing anyway.

Ghost Blasters

Timelapse:

Here are the links to the game according to platform:

Download Windows Version
Download OS X Version

Hope you guys enjoy playing this game!

Experiment: MonoGame for Ouya for First Time

Recently, I ordered Ouya at Amazon.com to try developing for it (and play Towerfall). So far, everything about the hardware and its included software are okay. My main complaint is that it doesn’t have a huge library of worth-playing games. Well, Ouya is still in its infancy. It may take a while before there are more cool games out. I’ll try making games for it after I finish my own research & development for Ouya. Okay, enough about Ouya itself. My main purpose for writing this post is to talk about my experience with developing a test app for Ouya.

Before I started developing for Ouya, I followed the setup instructions in the documentation at Ouya’s developer site. All I had to do was install the necessary packages in Android SDK Manager and manually add Ouya to the list of USB devices in a hidden file. In case if I make updates to the SDK, I would have to manually add Ouya to the list again.

My first attempt at Ouya development is through compiling and testing MonoGame examples. The included examples are In-App Purchases, SetResolutions and VirtualController. I decided to compile them on my Mac partition. My only choice of IDE so far is Xamarin Studio, since I read that the current MonoGame for MonoDevelop template package does not work on MonoDevelop 4.x. Before I can compile them, I needed these following things: ODK Bindings in C#, Xamarin.Android (already included in Xamarin Studio, but I must log in to my account), and MonoGame source code in GitHub (had to compile this into .Net assembly). So far, I encountered minor issues. One particular issue I found out was that KeyEventArgs property is not available in the current (develop) version of MonoGame framework. I encountered a compile-time error when I tried to build SetResolutions application. However, when I tried linking to pre-built MonoGame framework assembly that was included in the In-App Purchases project folder, I compiled the program successfully. It seems the developers of MonoGame have decided to remove KeyEventArgs from the latest version for some reason. I could have gone with the master version in their repository, but that doesn’t contain the framework for Ouya. I might have to suck it up with their latest development version anyway.

My second Ouya development attempt is by writing and compiling my own “first game” from scratch. This project only consists of one phrase using a font I borrowed from one of the examples. When I compiled the program for the first time, I did not encounter any compile-time errors. However, when I ran it, my application threw an exception and terminated itself. So, I spent a long time trying to resolve this issue by tweaking the code multiple times. But, my program still threw the same exception. Sometime around the last minute, I took a peek at my project file’s options. I found that my project was using Android 2.1 SDK, which it shouldn’t. Therefore, I changed it to Android 4.1, the version Ouya runs on. When I recompiled and ran the application, it no longer threw an exception. I realize that MonoGame’s framework for Ouya may be incomplete. The people behind it probably forgot to correctly set the target SDK to version 4.1.

So far, I only touched the surface of MonoGame for Ouya development. I haven’t tried using my own content yet. Since MonoGame’s content pipeline is still under development as of now, I would have to use XNA Game Studio 4.0 to compile my assets to optimized and recognizable formats. I would have to switch to Windows partition in order to use XNA Game Studio.

Since there is going to be a Unity to Ouya tutorial at Cipher Prime Studios this Thursday, I will hold off on MonoGame stuff and jump to Unity for Ouya development as soon as possible to familiarize myself with it. I’ll see other Philly-based developers there. I’ll bring my Ouya too.

List of links to necessary pages for MonoGame for Ouya development:
https://devs.ouya.tv/
http://monogame.codeplex.com/
https://github.com/slygamer/ouya-csharp
http://xamarin.com/monoforandroid
https://github.com/mono/MonoGame
https://github.com/ouya/ouya-sdk-examples