Archive for the ‘ipad’ Category
Finger Tied Now Available!
Thursday, October 18th, 2012
It is with great pleasure that I can announce Finger Tied is now available for your iPad! It is available, for a limited time, with a special launch sale of 66% OFF!
Fingers feeling nimble? Fingers feeling flexible? Twist, stretch, turn, and tie your fingers in knots to solve these fun puzzles! Are your fingers up for it?
Finger Tied is a multi-touch puzzle game, only for the iPad. In each Finger Tied puzzle, fill in a shape by moving up to four fingers around on your iPad at the same time. But be careful, lift a finger, or go out of bounds, and it’s game over. Finger Tied will test your mental, as well as your finger abilities!
Finger Tied can be played entirely by yourself, but for even more fun, invite some friends over and Finger Tied makes a great party game!
- Finger Tied has 100+ puzzles to test even the most flexible of fingers.
- Fly solo, or ask a friend (or three!) to lend you a hand with the more tricky puzzles.
- Keep your wits about you. You’ll need to turn and twist your fingers, your body, and maybe even your iPad to solve some of these puzzles.
- Create your own puzzles with a built-in puzzle editor.
- Game Center leaderboards let you compare your best scores with your friends’.
Go get it, and let me know what you think!
Owen
Finger Tied Developer Diary
Thursday, September 13th, 2012
I figured it was about time I shared some video of Finger Tied in action. So here, I made this developer diary video just for you.
It goes through a quick explanation of how the game is played and shows some of the puzzles. I hope you enjoy it.
Edit: Several people asked if this was the official trailer for the game, so I’m clarifying: it is not. This is more of a developer diary type video of me explaining how the game works, for those who are interested. The official launch trailer will be released shortly before the game.
Owen
Detecting Multitasking Gestures
Thursday, July 26th, 2012
Wow, it has been a really long time since I wrote up a technical post here. But I finally had a technical challenge today that felt worth sharing, so here it goes!
As you may know, I’m working on a new game called Finger Tied. The game is a multi-touch puzzle game. Some of the levels require that you drag 4 fingers around on the screen at once. I sent an early build out to a limited set of testers yesterday afternoon and a few reported problems playing the 4-finger levels. This is why: Multitasking Gestures.
A while back Apple added a feature to iOS called Multitasking Gestures. This feature is turned on by default on the iPad, I believe. When it is active, you can use 4- or 5-finger gestures to do things like switch between running apps, close the active app, or bring up the multitasking bar. The problem is, as developers, we have absolutely no control over this. As far as I can tell, we can’t even query the OS to ask it if the feature is turned on, and we certainly can’t temporarily override the behaviour.
So testers were running into problems where they would start to play a level with 4 fingers, and the app would close. Or their iPad would switch to another app, etc. I had seen some other games bring up a message on first launch that say things like:
“Please disable Multitasking Gestures to play this game properly.”
But I don’t like the idea of ruining that initial play experience with a text-heavy popup that might not even be needed. I figured there had to be a way to detect when one of those gestures has happened. I started looking at what events I get in the game just before the gesture is captured at the OS level. It turns out, your app will receive a touches cancelled event when one of these gestures is captured. I realized I could use this in the game.
Here’s some pseudocode that runs inside touchesCancelled:
if (number of touches cancelled >= 4) save a BOOL that says a gesture was used |
Any time I get 4 or more cancelled touches at the same time, I’ll save out that boolean value to NSUserDefaults. Now, the next time the user launches a level I do this:
gestureUsed = get saved BOOL value if (gestureUsed && level requires >= 4 fingers) display a popup explaining how to turn off Multitasking Gestures clear the saved BOOL value from the save file |
This means that the user can play through levels that don’t require 4 fingers to play without ever seeing that message. It also means if they never use a multitasking gesture (or have them turned off), they’ll never see the message. It’s only if they use a gesture and then try to play a level that needs 4 fingers that they’ll see it.
I also force the same check on applicationDidBecomeActive so that I catch the cases where the Gesture happened mid-level and the user was dumped out of the game. This means that in the case where the user has Gestures turned on (but doesn’t use them), then tries to play a 4-finger level, if they accidentally trigger a Gesture then return immediately to the game, the game will immediately pop this message up giving them an explanation of what happened.
However, this is not foolproof. Because I want to try to catch as many cases as possible, this code can generate some false positives in the following case:
- Player has Gestures enabled
- Player enters the game, then uses a Gesture to switch to another app (this will save that a Gesture occurred)
- Player returns to the game, realizes their Gestures will interfere with the app
- Player quits the game and turns off Gestures in the OS settings
- Player reenters the game, plays a 4-finger level
- The game will present the Gesture warning dialog
The other false positive that could happen occurs when a player places 4 fingers on the iPad, then drags all 4 fingers off the screen in the same frame of execution. In that case you would also get 4 touches cancelled in one event, but it would be extremely rare.
Update (2012-07-27): As Alex pointed out in the comments, you’ll also get 4 touches cancelled in the case where the user has 4 fingers on the screen then presses the Home button on the iPad. Again, I believe this is a rare enough occurrence that I’m OK with a few potential false-positives in order to catch the real ones.
So, it’s not perfect, but these are cases I can live with.
Finally, since I haven’t ever submitted this code to Apple, I make no guarantees that it will pass review. This is also untested against iOS 6, so it might fail down the road. Use at your own risk.
Owen






Finger Tied: A History
Thursday, December 13th, 2012
Yesterday I released a big update to Finger Tied (get it on the App Store) which enables the sharing of levels in the game. You can now share the levels you create, and download levels created by other players. I think it’s pretty cool, and I hope the players do too.
As I was working on the update, I started thinking back on the process of creating the game from start to finish. I like it when other people talk, in detail, about the process of creating their games, so I thought I’d do something to share the process of making Finger Tied. I wished I’d kept a diary or journal about the development of the game, but then I realized that I had the next best thing: my commit logs from my Git repo for the game. Every time I check in code or art, I add comments about what I accomplished.
With that in mind, I exported the logs and wrote a little PHP script to generate HTML code of all the commit comments. I’ve also gone back through my screenshots and pulled some that are relevant to given dates. I haven’t edited any of this, so you’ll see references to features that don’t appear in the finished game, because I decided to cut them.
The first commit comments are from Guelph Game Jam 3, in April, where I first prototyped the game. It was a game about planting flowers, called Trillium Fillium. From there you can see it involve into something more abstract and into the final game.
This post is long. I wouldn’t blame you if you don’t read it. I hope one or two of you find it interesting.
Finger Tied: From Start to v1.1
Wed Apr 11
Sun Apr 15
Original Prototype created for Guelph Game Jam 3 (Apr 15, 2012).
Fri Apr 27
Mon Apr 30
Tue May 1
Wed May 2
Fri May 4
Sat May 5
Mon May 7
Tue May 8
Wed May 9
Sun May 27
Wed May 30
Fri Jun 1
Mon Jun 4
The style of the game is starting to come together.
Tue Jun 5
Wed Jun 6
Thu Jun 7
Fri Jun 8
Main Menu design is largely what shipped, though obviously with different colours.
Tue Jun 12
New colour palette is in the game.
Wed Jun 13
Fri Jun 15
Tue Jun 19
Wed Jun 20
Thu Jun 21
Fri Jun 22
Wed Jul 4
Mon Jul 16
Tue Jul 17
Wed Jul 18
Fri Jul 20
Mon Jul 23
Post Game screen. It’s becoming clear that lanscape orientation is becoming problematic.
Tue Jul 24
Wed Jul 25
Fri Jul 27
Game has been reworked to render in portrait orientation, making everything better.
Mon Jul 30
Tue Jul 31
Wed Aug 1
Fri Aug 31
Tue Sep 4
Thu Sep 6
Fri Sep 7
Mon Sep 10
Tue Sep 11
Final layout of the Level Select menus.
Wed Sep 12
Thu Sep 13
Fri Sep 14
Mon Sep 17
Tue Sep 18
Fri Sep 21
Sat Sep 22
Mon Sep 24
Tue Sep 25
Evolution of the icon design.
Fri Sep 28
Sat Sep 29
Sun Sep 30
Tue Oct 9
Fri Oct 19
Wed Oct 24
Fri Oct 26
Mon Oct 29
Tue Oct 30
Wed Oct 31
Fri Nov 2
Tue Nov 6
Fri Nov 9
Tue Nov 20
Mon Nov 26
Wed Nov 28
Fri Nov 30
Sat Dec 1
Sun Dec 2
Mon Dec 3
Tue Dec 4
Wed Dec 5
Fri Dec 7
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