Category Archives: Development Blog
Due to uncertainty in the license of the typeface, we have chosen to change the typeface used throughout both our website and our games. The new typeface is called “Sprinkle colors” by Desiree Gomez. We would like to thank Desiree for making such a beautiful and stylish typeface.
Please allow a couple of weeks for this change to occur in our games, however for the most part you should be able to see the change here on the website already.
Since we will have to release a new version of our games for the change to take effect, we will at the same time be updating Saga’s Zoo to contain the new baby animal graphics! You can check out each of the animals by clicking the banner below.
Yesterday we released BubbleBath, and with it came our intro animation.
The animation was done in Flash, and then exported to a SpriteBuilder CCB file using SWF Importer.
Below is the steps that was used.
Step 0: Create the animation you wish to use in your SpriteBuilder project, sorry I can’t help you with this one 🙂
Step 1: In order to export the actual animation, it first has to be hosted in a movie symbol, this is so that when flash creates the SWF file the animation it self is exported. So start by selecting the frames of all your layers for your animation. Right click the selection and Copy the frames
Step 2: Next you will create a new Movie Symbol in which your frames will be. Make sure the symbol is configured to be exported in frame 1.
Step 3: Now paste the frames into the symbol
Step 4: This step is unfortunately tedious, All frames has to be converted into a Sprite symbol, if for any reason you forget to convert one or more frames, SWF Importer will fail to export to SpriteBuilder CCB. Have fun! 🙂
Step 6: Save the file somewhere and push Alt + Enter to export from .fla to .swf
Step 7: Time to fire up SWF Importer. Point the Import Directory to the directory in which you have both .fla and .swf files. The Export directory is where your CCB file and Sprite assets will be exported. Finally Export! (Note if the Valid field is not Yes, you probably forgot to convert a frame to a sprite symbol!)
Step 8: Navigate to the export directory and copy the CCB file and the asserts directory. Navigate to the SpriteBuilder project you want to import the animation to. There will be the folder >>Your project<<.spritebuilder right click and choose “Show package content” to step into the folder. From there navigate to the Packages folder, there should be a folder “SpriteBuilder Resources.sbpack”, right click and “Show package content” paste your CCB file and the assets folder you copied earlier.
Step 9: Notice the extra scene that suddenly came in your SpriteBuilder project? It’s the animation, open the scene and we are finished!
If you like what we do and wish to donate to Saga’s Playground
Even though BubbleBath is still awaiting review after the rejection. We are preparing an update!
In v1.1 you will be able to compare your top score and placing not only with the top 5 scores in the world, but also your top 5 friendly scores.
We are still awaiting the second review.
While we wait, we thought we would share a piece of news, we know a few has been requesting.
BubbleBath should be made available on Google play during February!
After over 1 month of waiting BubbleBath has finally been released and full information on the game can be found here.
Yesterday BubbleBath went into review and was sadly rejected.
I worked through the issues Apple’s review team had found through the night and BubbleBath is now awaiting review again with fixes for the issues found:
Apparently Saga can’t be featured in the trailer uploaded to Apple, since she doesn’t come with the game 🙂
And when using a new device you have to be able to get back the purchase if you have made one, this was apparently not done correctly and has been fixed.
This forced resubmitting allowed me to fix a couple of other issues that I discovered during aftermath internal testing:
The iPad version was twice as hard as the iPhone version, this has been corrected 🙂
Finally I made some changes so that the game can be played without Game Center, of course then your highscores won’t be stored for all to see, but at least the game is playable without Game Center.
I have sent an expedited request for the after-rejection review, but for now we will have to wait and see how Apple prioritises the review!
On the 7th day we are going behind the scenes again!
How exactly does the idea come down on paper? Here is a couple of screenshots of just this process 🙂
Apart from this, about 10 pages of investigations and todo lists. Who said developing games wouldn’t be fun!
On the 4th day of waiting we want to take you a bit behind the scene.
I have been asked these question quite a few times, so I thought it would be a good idea to clarify.
Q: What setup do you use for development?
A: The hardware we use a 27″ iMac with a 24″ external monitor and a Wacom Cintiq 13HD. In screen real-estate this amounts to 2560×1400 + 1920×1200 + 1920×1080
The software we use; Xcode 6, Adobe Photoshop, Adobe Flash Pro, SpriteBuilder as well as Pixelmator.
Q: Why has it taken so long, from the release of Saga’s Zoo until this new release?
A: A few things have factored into this! There has passed a bit over 3 years since the last release and this has mostly been due to the fact that we have been moving. After the move we started work on a few different projects but in the end decided to put them on hold for now. After the release we will revisit some of these again.
If you have any questions you would like answered, then feel free to either ask them below or on any of our social media outlets, and we will try to answer them for the best we can 🙂