Displaying all articles by

Cabby Lite updated

— by
17th July 2012

The free version of Cabby – Cabby Lite – has finally been updated to incorporate the changes we made to the full game. Why not try before you buy?

PermalinkPosted at 8:36 AM on 17th July 2012 under Cabby

Prisoner 84 Update

— by
25th June 2012

Prisoner 84 update v2.1 has been sent to Apple for review. In this update we have added a whopping 25 GameCenter achievements. How far will you travel into Tryton prison to get them all?

As always we’ll keep you all informed of the review progress.

PermalinkPosted at 2:41 AM on 25th June 2012 under Prisoner 84

Prisoner 84 – sale now on

— by
22nd June 2012

To celebrate the update of Cabby, from Fri 22st June until Sun 22nd June Prisoner 84 will be having its first ever sale – down to $0.99/£0.69/0,79€

In the coming weeks you should see news about the next Prisoner 84 update (v2.1) which will include some GameCenter achievements to add a little bit of extra fun to your journey through Tryton prison.

PermalinkPosted at 9:48 AM on 22nd June 2012 under Prisoner 84

Prisoner 84 HD Update submitted to Apple

— by
12th April 2012

We’ve completed work on the Prisoner 84 HD update, and it has been submitted to Apple for review! Hopefully there is a quick turn around and you will see it in the Apple Store within the next few weeks.

Don’t forget to check back on our blog and twitter account for the chance to catch a promo code upon release.

PermalinkPosted at 7:59 PM on 12th April 2012 under Prisoner 84

Multisample Anti-Aliasing (MSAA) on iOS

— by
26th January 2012

Currently a lot of the technology is complete for Project Iota – we’ve got the main physics system working, which manages bomb placement and how the buildings collapse with the rest of the scenery reacting accordingly.

In the coming weeks we will be throwing a few tweaks around to make sure the physics are both challenging and fun. I will talk more about how the physics have been put together in the future once more media of the game has been released.

Recently I took a break from game code and decided to try and get Multisample anti-aliasing (MSAA) working on iOS. It was a lot easier than I thought it would be. Due to the default renderer on iOS rendering to a Framebuffer Object (FBO) all that was required was to create another FBO and a multi-sample render buffer and just get the draw loop to render to the new FBO and resolve and display into the normal FBO.

Here are the results…

MSAA Comparison

Whether this effect makes it into the final game is unknown. We will need to do a profiling step to make sure we still have time to render the MSAA and process the rest of the models. At the moment it seems a little expensive especially with the amount of objects we have to render and process.

PermalinkPosted at 10:28 AM on 26th January 2012 under Development

Slam! For iPod/iPhone

— by
21st March 2010

Mak Software Studio – a friend of Hidden – have just released their first game for iPod/iPhone called Slam!

Slam! is an addictive match making game with 50+ levels. Test your memory and your reflexes as things get frantic very quickly.

You can find out more at MakSW

PermalinkPosted at 2:51 PM on 21st March 2010 under Miscellany

Dev Diary #2: Texture Atlasing

— by
13th March 2010

One of the recent additions to our tool chain is the ability to create texture atlases.

Texture Atlasing is a concept whereby you place multiple textures into a single bigger texture or textures so that you drastically reduce your texture binding and swaps during the rendering of a complex scene.

Atlasing has existed for a while and has been used on many older games as a primary technique — the Quake games for example started using atlasing for a level’s lightmap information. We have recently been looking into this technique because we have increased our texture usage, plus atlasing has a lot of benefits on devices such as the iPhone where texture bandwidth is limited.

Read more…

PermalinkPosted at 8:07 PM on 13th March 2010 under Development

Dev Diary #1: Core Tech

— by
1st March 2010

Over the coming weeks as we continue development on our next game – and in an attempt to get into the habit of updating our web site more regularly! – we will be posting a series of development diaries. These diaries will not only allow us to document our progress for our own benefit, but we hope will provide other indie developers with an insight into how we work – which may prove beneficial when applying our development concepts to their own projects.

In our first dev diary we will cover some of our core tech that we have been developing on and off since our first release in 2008. To illustrate our tech we will be showing off a prototype that we were working on called “H3”.

Read more…

PermalinkPosted at 4:21 PM on 1st March 2010 under Development