Flick Ninjas

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I'm very excited to announce that my first game, Flick Ninjas for iPhone and iPod Touch, is nearing release. I've spent over a year on this and I just sent out my final Release Candidate to my testers. If all goes well, I'll send it to Apple for approval next week.

I wanted to post these images to GameDev because I have been using the site for a few years, and the information has been invaluable to allowing me to actually finish my first game. In fact, it gave me the guts to write my own engine from scratch for this project, and I couldn't have achieved these results if I hadn't.

Flick Ninjas uses per-pixel collision detection, that allows for hand drawn level designs. Simply draw the level, export it using my proprietary tools, and it's ready to be used in game.

The game runs at a buttery smooth 60fps on 3rd and 4th gen hardware, and only dips to around 50fps on older hardware (do to fill rate issues with blending. I did my best, but I could only optimize out blending in so many cases before things broke.)

You can check out my website, and view the official trailer at:

Thanks again to the GameDev community!
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    • This is gorgeous. Is this just a giant mesh, or is there some sort of level-of-detail algorithm at work?
    • I get what you mean. Most rooms don't use the same rocky textures in the foreground and background, like I did here. This room is a little offshoot, tucked away semi-secretly, so I wanted it to feel more like a much more enclosed space.
      I've been adjusting the brightness of the background and dimmed it just a bit more. Whether it's enough of a difference for anybody to notice except me is anyone's guess, though. 
    • I'm not a designer at all, but as a player I honestly don't think that it blends in too much - Instead, it adds to the kind of "gloomy" feel of the room (Dark colors + not a 100% easy to discern some elements = Acts a bit like a dark room)
      Not sure if I managed to say what I wanted to say, but you get me
    • Thanks! I've been worrying that the backgrounds might be too busy or blend too much with the more foreground tiles... been staring at these maps so long that I've become used to it, I think. I've tried dimming the backdrop even more, but I'm not sure that's really how I should be going about it. This might be a question I should ask in the forums.