📅 October 8, 2010

Retinasizer: Enhance 3D Games For High-Rez Display

Retinasizer forces native resolution ( 960×640 ) rendering in OpenGL ES apps on the iPhone 4 and iPod Touch 4.

New day, new tweak in Cydia: Retinasizer. This tweak forces native resolution ( 960×640 ) rendering in OpenGL ES apps on the iPhone 4 and iPod Touch 4.

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📅 June 18, 2009

ngmoco’s Plus+ Network: Service Similar to Xbox Live

ngmoco has published a post on his blog that contains a video in which they are shown the characteristics to which users have access by creating an account Plus +, the network developed by the same company which is reminiscent in many ways the best-known service Xbox Live.

This feature was integrated in the new version of Star Defense, released a few hours ago. Thanks to Plus +, in fact, users can interact with their friends and with players from around the world launching their own challenges, looking at the charts and comparing the results obtained.

📅 June 17, 2009

ngmoco Launches Star Defense 3.0 Update And Topple 2

Star Defense 3.0 Update

With the advent of 3.0, Star Defense allows players to expand their campaigns and compete with friends via Direct Challenges.  In addition to Twitter, Facebook & email, players can send Direct Challenges via Push Notification Service to their friends over the Plus+ network, a free service for the iPhone gaming community. After registering for Plus+, gamers can challenge & play against the world, earn rewards, and discover more of the games they like.
“ngmoco is excited by the new opportunities for gameplay afforded by iPhone OS 3.0,” said Neil Young, CEO and founder of ngmoco.  “Direct Challenges via Push Notification Service provide a compelling, new way for Star Defense fans to stay connected anytime, anywhere.”
In addition to 3.0 support and Plus+ network integration, the latest Star Defense update also includes  a new planet in Challenge Mode.  Players can track their challenge scores on live leaderboards and compare their rankings with players across the globe.
Developed in collaboration with Rough Cookie, ngmoco released Star Defense on June 8 to great critical acclaim.  An innovative take on the classic strategy genre, Star Defense evolves the tower defense category with incredible, dynamic 3D environments, Multi-Touch user interface controls and innovative gameplay.
With seven unique planets, two different game modes, more than 50 Medals and Commendations to be earned on the field, and three different difficulty settings available at launch, Star Defense offers endless replayability for newcomers and war-hardened veterans alike.
Star Defense is available now for $5.99 from Apple’s App Store on iPhone and iPod touch or at www.itunes.com/appstore/
Star Defense follows the success of ngmoco’s premium hit Rolando (http://rolando.ngmoco.com/), the innovative word-puzzler WordFu (http://wordfu.ngmoco.com/), the action-packed arcade shooter Dropship (http://dropship.ngmoco.com/), comic-style microsurgery game Dr. Awesome (http://drawesome.ngmoco.com/) and the special effects-laden action hit MazeFinger (http://mazefinger.ngmoco.com).

With the advent of 3.0, Star Defense allows players to expand their campaigns and compete with friends via Direct Challenges.  In addition to Twitter, Facebook & email, players can send Direct Challenges via Push Notification Service to their friends over the Plus+ network, a free service for the iPhone gaming community. After registering for Plus+, gamers can challenge & play against the world, earn rewards, and discover more of the games they like.

“ngmoco is excited by the new opportunities for gameplay afforded by iPhone OS 3.0,” said Neil Young, CEO and founder of ngmoco.  “Direct Challenges via Push Notification Service provide a compelling, new way for Star Defense fans to stay connected anytime, anywhere.”

In addition to 3.0 support and Plus+ network integration, the latest Star Defense update also includes  a new planet in Challenge Mode.  Players can track their challenge scores on live leaderboards and compare their rankings with players across the globe.

Developed in collaboration with Rough Cookie, ngmoco released Star Defense on June 8 to great critical acclaim.  An innovative take on the classic strategy genre, Star Defense evolves the tower defense category with incredible, dynamic 3D environments, Multi-Touch user interface controls and innovative gameplay.

Continue reading “ngmoco Launches Star Defense 3.0 Update And Topple 2”

📅 June 16, 2009

Former SEGA President Simon Jeffery Joins ngmoco

ngmoco, leading developer and publisher of games for iPhone and iPod touch devices, has named former SEGA of America president and COO Simon Jeffery as its chief publishing officer to helm the company’s new Plus+ Publishing group. ngmoco’s new publishing initiative will provide an opportunity for partner companies to access the innovative publishing framework, including the new Plus+ Network.

ngmoco, leading developer and publisher of games for iPhone and iTouch has named former SEGA of America president and COO Simon Jeffery as its chief publishing officer to helm the company’s new Plus+ Publishing group. The new initiative is an opportunity for partner companies to access ngmoco’s innovative publishing framework, including the new Plus+ Network.

“We are excited to welcome Simon to ngmoco,” Neil Young, founder and CEO, ngmoco, said. “ngmoco is dedicated to bringing a connected community of gamers the very best native iPhone & iPod touch games. Today’s announcement of Simon, Plus+ Publishing and Plus+ Network continues and extends our commitment beyond creative collaboration by opening our innovative publishing infrastructure to others.”

Simon Jeffery brings 22 years of games industry experience to ngmoco after more than four years as president and COO of Sega of America, where he oversaw all publishing and product development activities for the top ten publisher. Prior to Sega, Jeffery was president and COO of LucasArts. Jeffery moved to LucasArts in 1998 after working in a number of marketing, business, and development roles for Virgin Interactive and Electronic Arts, both in the United States and Europe.

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📅 April 1, 2009

iPhone App Piracy: A Problem for Developers Or A Problem With Developers?

Anybody knows and can confirm that Apple is a genius company when it comes to products , marketing and PR. They released the iPhone and they CRUSHED the market. Than they released an Appstore and the competition start running home crying at their mothers.


The appstore should have been a fantastic project for Apple and an amazing news for consumers, consumers that could and still can become developers.The only problem is that they allow anybody to develop apps for this devices. Hah, i never thought i would be boo-ing at freedom. Go figure.

“Anybody” means that people who had never been a part of a developing team, and have no background in the software industry could create an app for the iPhone as long as they were capable to learn some coding. The result of that was fantastic for Apple because the Appstore grew and still growing over night, which means more income for them.

Let’s fast forward a little bit and go straight to the hacking part of the AppStore. Of course, because of the popularity of this devices and the huge amount of apps, the AppStore became extremely appealing to hackers. And there is where the chaos begins. Everybody starts bitching. “We are a decent family who developed this and the next day the app got hacked” .Boo-hoo. Decency of you as a person, your religious orientation and such things have nothing to do with your app being cracked. You , and your lack of experience in the software business , on the other hand has everything to do with it.

Because i never ever heard ngmoco or smule or anybody else complain. Only the small time devs who thought they will get rich over night. Let me explain this : the moment your software ( any software ) hits the market, you should expect that that particular software to be hacked and shared all over the internet. I DO NOT say that is a good thing, or a moral thing but lets think of it this way dear Sunday developers :

  • Most of the time, IF your software gets hacked , means you done something right and it is useful to people. Be happy about it.
  • Usually people like to try the full app before they decide to buy it. Would you buy a car from me, if i would just present you a logo/icon and a description of the car ?So no matter the price , like it or not, people wont buy shit if they got another option. Even if all the apps would be 99 cents,  a lot because people tend to get all the apps they can. And 99 cents + 99 cents + … +99 cents = you get it? So, yeah people like to try it first and some of them will buy the app if they think it will suit them. Thats the way it is.
  • On your run for “get rich quick”, sometimes you will ask for a ridiculous price for your app. I bet this is your judgment : “ohhh but i worked hard on this, and i spent all my spear time on this! I should ask a high price, because apple takes a % of the money as well and what would i get? ” Well, almost nothing because of that judgment. A big % of the consumers are students, do you think they can afford to pay for your bullshit conceptions?
  • IF your app is a really good one, and it bring value to this device, im all about for people to pay for it, no doubt. But i am all about for people to try it cracked first. If you’re app is cracked, why do you bitch about it? Because you are not making all the money that you can make? Because from, lets say, 1000 people that uses your app, only 300 bought it? Once anything get financially rewarded , its a business. It is your problem if you dont know how to run your business not our problem as consumers and most definitely not crackers business. Which bring me to the next bullet point, and probably the most important one for you whiners :
  • When you decide to develop an app for the iPhone do you think the hardest task is to come up with a concept, create it and get it accepted by the AppStore? Well in that case , you are a clown and you loose before you even start. The hardest task should be ” How do i monetize this?” That is the most important question. But instead you expect to get money only from people that should absolutely buy your app because well… it’s your app. Do me a favour : if you are a first time dev or you are on your second/third etc app ask yourself this question and please get back at me with an email and tell me how much time did u waste on it. This question will rise so many conflicts and problems and you will loose so much time on it, that after you will figure it out, creating an app will be a child’s play.

The moral of the story: STOP WHINING! Dont be shocked when your app gets cracked and think before you act. Dont think on short term. Your goal is NOT (only) to get the app done and get it accepted. 30k people done that before, you think you are special? What do you want , a cookie ? Think ahead, take all the variables into this complex equation , expect the unexpected and most importantly ACT on it!


As a bonus to this article, i asked SayEight.com the creator of BinaryGame to tell me in one phrase what did he do when he found out his game was cracked and how did he act on this :

First I was angry, I couldn’t wrap my mind around people stealing a game that’s only $2. I did some research on how I could fight it. Soon after I realized that it’s not a fight worth fighting at all. These people will probably not buy it anyway. In a way I am almost humbled that there is enough interest in the game to have it cracked. Obviously I’d still rather people pay for it 🙂 Bottom line, not much that I can do about it. I have a way of knowing which people have cracked versions, but I don’t plan on doing anything about it at the moment.