17 Aug

What we have been working on

Since the launch of DragonScales 3 in May we’ve been very busy handling all the distribution process, replying to customer emails, attending the accounting side, etc. In short, we’ve been handling the business part of IKIGames. However, we also started tackling the design of our next title: DragonScales 4. Yet more, we’ve also worked on a few subtasks mostly related to updating several games of ours. Specifically, this is what we’ve been addressing:

  1. Revamping of DragonScales internal engine.
  2. Design of DragonScales 4.
  3. Design of a special version of DragonScales for advanced players.
  4. Localization of the original DragonScales into Japanese.
  5. DragonScales 3 for Android (complete, but yet to be released.)
  6. Production of a new build for The Rainbow Machine (German version.)
  7. A new build for NagiQ 2 which fixed a few issues (already live here on our site.)
  8. Yet another build for NagiQ 2 suitable for localization (this localization of NagiQ 2 is currently a work in progress.)

The original DragonScales in Japanese!

In the next weeks we’ll keep working on the first 3 tasks.

14 Nov

The Rainbow Machine Air Edition heads up the list of most popular Airspace games!

Big news! Our latest game, The Rainbow Machine Air Edition, is currently leading the catalogue of most popular games in Airspace, the store for LeapMotion games. Needless to say, we’re very happy to see the outcome of hard work, commitment and perseverance. We love the LeapMotion device and so should you 😉 Regardless of the times of code scavenging and bug hunting, overall development of The Rainbow Machine Air Edition has been a journey full of joy and learning. And coding doesn’t stop. In the upcoming days we’ll have important news about the game we’re currently working on: NagiQ 2. Meanwhile, thanks to everybody for your support!

The Rainbow Machine heading up the list of Airspace's most popular games

The Rainbow Machine heads up the list of Airspace’s most popular games

22 Jul

The Rainbow Machine for Leap Motion is now available on Airspace!

Great, great news! Today is the launch day for the widely anticipated touchless technology, Leap Motion. And our game, The Rainbow Machine, is one of the 75 launch titles. We are very, very happy to see our game in the launch portfolio 😀 It has been a long (and winding) road: sleepless hours of bug hunting and UI redesign. We have to thank the Leap Motion test team for their continued guidance and their patience. Please, take a look at The Rainbow Machine in Airspace. It’s available for both Windows and Mac. We hope you like it 😀

The Rainbow Machine Air Edition is finally out!

The Rainbow Machine Air Edition is finally out!

05 Jul

The Rainbow Machine Air Edition is now available in Airspace Beta program!

The Rainbow Machine in the Airspace Games category

Good news! A few months ago we developed The Rainbow Machine Air Edition, a version of our game The Rainbow Machine tailored to harness the incredible capabilities of Leap Motion devices. Our game is now available for free in the Airspace Beta program, so if you’re a Leap Motion user with access to the Beta program, please take a look at our game here. All your comments are welcome!

The Rainbow Machine Air Edition

Essentially, The Rainbow Machine Air Edition uses Leap Motion’s gesture detection and motion tracking device and API to offer a novel play experience. As our game is based on LibGDX (using LWJGL as backend for desktop) integrating the Leap Motion API was a pretty straightforward task, which allowed us to release the game for both Windows and Mac OS X. Regarding the gameplay: in The Rainbow Machine Air Edition you use your fingers (or “tools” like some chopsticks or pencils) to control and position a bar. In each of the game’s 140 levels, once the bar is set, a blue ball will automatically fall down and if you have properly placed the bar then the ball will bounce and reach the treasure chest of the level!

Do you want to know what’s the most important part about The Rainbow Machine Air Edition?… That we had a lot of fun creating our Leap Motion game! And we hope everyone who plays The Rainbow Machine Air Edition will also experience a fun time. By the way, it’s been a great pleasure to work with the Leap Motion team: support is prompt and complete, they gave useful feedback, conducted an exhaustive testing of the game, and provided a flawless guidance throughout the process. A pleasure to work with them, indeed.

Now we’re looking forward to the official opening of Airspace. Stay tuned! And thanks for reading! 😀

11 Mar

The Rainbow Machine Press Release

March 11, 2013IKIGames releases The Rainbow Machine, a physics-based puzzle game available for PC, Mac, Linux, Android tablets and iOS (iPad). Game play is based on directing a sphere towards treasure chests to retrieve the pieces of the stolen Rainbow Machine. You will have to solve 140 tricky puzzles and also defeat the burglars: a wicked bunch of kleptomaniac rats!

Key features of The Rainbow Machine:

  • 6 islands amounting to 140 playable levels of increasing difficulty.
  • Colorful story scenes.
  • Retrieve 16 pieces and materials of The Rainbow Machine.
  • Find 6 hidden trophies.
  • Collect coins for buying items: Rebounder Improvements, Initial Impulse and Invincibility.
  • Helper items to reach treasure chests.
  • Achievement stars to rate your play.
  • Mischievous bosses are awaiting for you at the end of each island.
  • Unlock new islands by defeating bosses or rising your score.
  • Play a fun Jackpot stage at the end of some levels to win extra coins.
  • Tricky puzzles based on:
    • Bouncing marshmallows
    • Breaking blocks with bombs
    • Avoiding saws and monsters
    • Bouncing off moving platforms and oranges
    • Sliding ice blocks
    • And many more game actions.

The Rainbow Machine for Windows is available in English, French and Spanish. The other versions are available in the English language. The game is priced at USD 9.99 for PC (on the game’s website), USD 6.99 for Mac (via Mac App Store) and Linux (via Ubuntu Software Center), USD 0.99 for Android (on Amazon) and USD 3.99 for iPad (on the App Store). Free demo versions are available for try out before purchase (Windows, Mac, Linux, Android). Further information and review copies of The Rainbow Machine can be obtained by contacting IKIGames (@superikigames).

IKIGames is an indie game company focused on development of educational, thought-provoking and family-friendly games for desktop and mobile devices.

Release Date: March 11, 2013
Platforms: PC, Mac, Linux, Android (tablets), iOS (iPad)
Available: via IKIGames’s website (PC and Linux), Mac App Store (Mac), Ubuntu Software Center (Linux), App Store (iPad), and Amazon (Android).
Demos: Windows, Mac, Linux, Android.
Press Kit: The Rainbow Machine’s Press Kit.

05 Feb

Hacking LWJGL, LibGDX and The Rainbow Machine

For a couple days I’ve been busy browsing and modifying source code. The best part of this work is that I’ve learned quite a lot by reading the internals of LWJGL and LibGDX: the authors of such libraries are really clever people. And definitively, the good design in these libraries makes them easier to understand. What I’ve been up to lately is porting The Rainbow Machine to Mac OS X, but using Java 7 (for now, the version currently on sale at FireFlower Games and Mac Game Store is based on Java 6.) The problem: LibGDX is based on LWJGL (for Desktop versions), and LWJGL was not working on Mac OS X with Java 7. However, the LWJGL gurus are already working on an experimental branch which has made great progress. It’s still labeled as experimental, though. I downloaded that version of LWJGL, compiled it, and updated my version of LibGDX. So far, so good. Now, time to change The Rainbow Machine project. I replaced my “official” LibGDX libraries with the ones I had just compiled… and after that the game refused to run.

Further tests showed that LibGDX was getting locked in Display initialization. This lock can be prevented if we ensure that AL.create() is called after Display initializaton. This is a LWJGL thing, because the following simple LWJGL program won’t run either:

public class Main {
  public void start() {
        // AUDIO INIT
        try{
            AL.create();
        } catch (LWJGLException le) {
            le.printStackTrace();
            System.exit(0);
        }
        // END AUDIO INIT

        // DISPLAY INIT
        try {
            Display.setDisplayMode(new DisplayMode(800,600));
            Display.create();
        } catch (LWJGLException e) {
            e.printStackTrace();
            System.exit(0);
        }
        // END DISPLAY INIT

        Display.destroy();
    }

    public static void main(String[] argv) {
        Main m = new Main();
        m.start();
    }
}

There is a clear workaround: swap audio and video initializations. I did the germane modifications in LibGDX (I changed LwjglApplication.java), et voilà, the game runs nicely.

Then I kept playing for a while and did not notice any issues until I decided to close the game by pressing CMD-Q: the game was immediately killed, and that’s not the desired behavior. I want The Rainbow Machine intercepting CMD-Q and behaving as if the red X close button was clicked. In fact, closing the game by means of the menu has a similar effect to CMD-Q. After reviewing LWJGL and the Java source code, I found a simple workaround. I was expecting windowShouldClose in org_lwjgl_opengl_Display.m to be called whenever CMD-Q was pressed. However, windowShouldClose is only called when the window is going to be closed. The window, not the app. If I close the app by clicking on the red X close button, windowShouldClose is indeed invoked. But CMD-Q does not trigger it.

Then I took a look at QuitStrategy, and set it to CLOSE_ALL_WINDOWS (the default action being SYSTEM_EXIT_0… that’s how the app responds, a direct exit(0).) However, modifying QuitStrategy had an unexpected outcome: CMD-Q stopped working, i.e., now the game would not close by pressing CMD-Q. A quick glimpse at Java’s source code revealed that Java dispatches a WINDOW_CLOSING event to the Frames of the game. It seems our game does not receive such notification, or I have yet to learn how to capture it. Thereby, I defined my own QuitHandler in createWindow (file MacOSXDisplay.java):

Application.getApplication().setQuitHandler(new QuitHandler() {
  @Override
  public void handleQuitRequestWith(QuitEvent event, QuitResponse response) {
    response.cancelQuit();
    doHandleQuit();
  }
});

This handler simply cancels the game quit, and notifies MacOSXDisplay’s handler about the quit request. And that’s it. The discussion on this widely popular thread revealed that the LWJGL team was thinking of using CMD-Q for effectively killing apps immediately, as an option to kill a crashed LWJGL app (for instance, to avoid mandatory full reboots for crashed fullscreen apps.) However, they’ve noticed that holding CMD-Shift-Option-Esc for 3 seconds kills the app too. Therefore, CMD-Q won’t have to kill the app.

In the following days I’ll keep testing The Rainbow Machine. However, of course I’ll be waiting for a non-experimental release of LWJGL on Mac OS X. Specifically, I’d rather not to modify LibGDX: that’s a philosophical issue, suitable to internal workflow here in IKIGames. BTW, if you liked this post you migth want to follow us on twitter.

04 Jan

Happy New Year!

Happy New Year everyone! We wish you a happy, healthy and prosperous new year! Our best wishes to all! 2012 was such a great year for @superikigames. Our first game, NagiQ, reached more than 100 distribution channels worldwide! And our second title, The Rainbow Machine, was also released in 2012. Oh, and we also changed our web site from the ground up 🙂

This year we’re planning to release the following:

  • iOS and HTML5 versions of The Rainbow Machine
  • Translations of the android version of The Rainbow Machine into French and Spanish
  • NagiQ 2

That’s a ton of work! So we’d better start working right now! Again, happy new year 2013! See you on Twitter, FB and Google+.