Danger Tank! version 1.1 released, and we reach 50 sales

An update to Danger Tank! has been released that will fix the display issues on iPad. Go ahead and update, let me know if it works for you. It should! A fix for older iPhones and iPods should be out next week, which will add support for iPhone 3G and up, and 2nd generation iPods. However, I don’t really recommend playing it on such old hardware. It’s a bit slow :-) Danger Tank! has now sold 53 copies and counting, which I’m pretty pleased with as I haven’t yet started to try and push it online. That said, sales are threatening to flatline any day now…

Danger Tank! is now available on the App Store

EDIT: Also, it appears that the full version can be downloaded for older iPhones and iPods, which wasn’t supposed to happen! My apologies again if this has affected you, an update should be out next week which will fix the game for you. All I can say is it’s been a learning experience, especially where Apple’s surprisingly lax review process is concerned. Sorry!

Danger Tank! was accepted this week, and both versions are now available globally on the App Store.


In some very exciting news, 9 downloads have already been made for the free version across the USA, Canada and Mexico, and I have a single customer who bought the full one in the USA (but actually I think that might be an error and in fact it’s my friend Andy)… Anyways, please try it out if you have an iPhone 4 or above, any iPad, or a 4th-generation iPod Touch. Check out the YouTube video on the Danger Tank! page of this site.

Happy blasting!

Danger Tank! is complete

The game in all it's glory

Danger Tank has been completed and is now with Apple being reviewed. It’s been a long time coming and has been a great learning experience for me, I’ve come to know and love Cocos2d for iPhone very much. I thought I’d share some of my biggest lessons learned while writing this game, so here they are as a handy bulleted list:

  1. Design your code – I’m a hacker¬†(ethical) by trade and as such am used to cobbling together code in a quick-and-dirty manner to get different tasks done quickly. As my lecturers always used to say, a little design saves a lot of time. I can honestly say that if I’d even just scribbled down some rough classes in a diagram first, it would have helped.
  2. Whenever you have a problem, dip into Cocos2d’s documentation before you go about solving it yourself. There’s been quite a few helpful functions that I didn’t realise existed until I’d already re-written them, mostly for vector mathematics. ccpAdd, ccpSub, ccpMult, ccpDot, ccpCross etc. All of these are your friends.
  3. Don’t expect too much of yourself. Programming throws up difficult problems, sometimes in places that you don’t expect to find them. Don’t get upset if you end up spending an entire day trying to implement some tiny part of your game and don’t get anywhere. Take a break and refocus :-)
  4. Check out freesound.org for some free-to-use sound effects. Danger Tank!’s sound effects are all excellent and are sourced almost exclusively from there. Don’t forget to credit the original authors.
  5. If you’re gonna do your own graphics, get a drawing tablet. I have a Wacom Bamboo that I got for about ¬£60 and it’s awesome. Also a decent drawing package will help. GIMP is good for free, but I use Serif’s Drawplus.
  6. Test your game a LOT. If you’re obsessive like me, this shouldn’t be a problem cos you’ll want to fiddle with it all the time anyway. All I can say is that how my girlfriend didn’t go mental from the continuous explosion sound effects I’ll never know. But testing is important, so give it to others to try and listen to their feedback. Danger Tank! had a few modifications due to suggestions from my testing team: Thanks to Ween, Al and Kirsty for their input.

So there you go, I hope that was both interesting and informative! Danger Tank’s fate is now in the hands of the Gods (and Apple, although I in no way want to link the two).