miércoles, 16 de junio de 2010

Upcoming release of Invisible Runner

(copied from our new blog, please visit it)


We are working on final details of our second production in collaboration with ‘Devilish Games’. Soon you can enjoy the iPhone version of this innovative title.


‘Invisible Runner’ is a platform game where the character is invisible. The player must go through 25 levels full of surprises using his skill and intuition, with the help of some items that will provide visibility to the character for a few seconds.

In the meanwhile we leave you a video from the flash version:
 
Invisible Runner

jueves, 10 de junio de 2010

The Galactic Melody Catcher is on sale!

(copied from our new blog, please visit it)


Discover a new gaming concept on your iPhone / iPod Touch with the “Galactic Melody Catcher”. Become a melody collector and travel the galaxy in search of the funniest tunes in this original musical platform game.

The game consists of 25 different planets that have to be completed in a race against the clock. Control your character by tapping the screen of your iPhone or by using the accelerometer. Dive into the adventure of the “Galactic Melody Catcher” and save the planet “Sonorico”

“The Galactic Melody Catcher iPhone” is a version of the successful online game created by Devilishgames, ported to the Apple platform by Lucera Project.
 
The game is now available on the AppStore for only 0′79 € / 0′99$
 

martes, 8 de junio de 2010

OpenGL Wrap

(copied from our new blog, please visit it)


OpenGL has several ways to set the texture mapping, one of the most interesting is called ‘Wrap’ (GL_TEXTURE_WRAP_?) This feature indicates how that is going to repeat the texture or be mixed with the border color when they exceed the specified coordinates [0, 1].

Here we offer a brief description of the various wrap modes in OpenGL:
  • GL_CLAMP: Clamps the texture coordinate in the [0,1] range. In the limits the color of texture is combined with the color of the edge.
  • GL_REPEAT: Ignores the integer portion of the texture coordinate, only the fractional part is used, which creates a repeating pattern. This is the default value.
  • GL_CLAMP_TO_EDGE: Sets the texture coordinates to [1/2N] (where N is the size of the texture) texels within the texture. This prevents to draw the border color. Available since OpenGL 1.2.
  • GL_CLAMP_TO_BORDER: Sets the texture coordinates to [1/2N] (where N is the size of the texture) texels outside the texture. This allows to draw the border color without mixing with the texture color. Available since OpenGL 1.3.
  • GL_MIRRORED_REPEAT: The coordinates are set to the fractional part of the texture coordinate if the integer part is even; if the integer part is odd, then the texture coordinate is set to 1 – the fractional part of the texture coordinate. Available since OpenGL 1.4, or with GL_ARB_texture_mirrored_repeat extension, or since OpenGL ES 2.0, or with OES_texture_mirrored_repeat extension. 
Since a picture is much more explanatory than any description, we believe it is better to add it to this mini tutorial.

Note: The sample image has the border color set to red (GL_TEXTURE_BORDER_COLOR) so you can well appreciate it.

 

sábado, 5 de junio de 2010

The Galactic Melody Catcher

(copied from our new blog, please visit it)


Soon the game “The Galactic Melody Catcher” will be available on the App Store.

The game consists of 25 different planets that you have to complete against the clock, controlling your character by tapping the screen of your iPhone or by using the accelerometer. Dive into the adventure of The Galactic Melody Catcher and save the planet “Sonorico”.

“The Galactic Melody Catcher” is the result of the collaboration agreement between Lucera Project and Devilish Games. This was the first project in this collaboration and consisted to completely reprogram the game for the Apple platform.