SWIFTuser Studios

A small game development studio that works on sciency application too

Missile Defender Released & Published!

February 27
by anegri 27. February 2011 20:33

After two months of tweaking, optimizing and re-doing some of the graphics the final beta the full game has been finally released!  It plays great, it looks great and it feels like a great game for the WebOS App Catalog... I will be publishing a Lite version of the game soon and based on player feedback I will update the game if issues are found.  This is my first app published and it has taken a lot of effort to get it to where it is today, I am very exited about it and I think the work has paid off!


Eye Candy of Missile Defender




Missile Defender Update, Profile and such

September 07
by anegri 7. September 2010 18:32

For score tracking I have now added a profile screen, this will keep the player name stored and it will be displayed only the first time the game is launched.  The player will be able to post its score automatically without a the dialog during the game and the results of daily position will be tracked as well as the all time score.  Other updates are new instructions for the new firing mechanism and game interaction,  change in options section to allow player name change, new type of airplane, new type of enemy ICBM.  These updates are not completed yet, but are soon to be released on the last beta.

A level bug has been fixed as well, and the accelerometer feature might be removed... I have not been using the accelerometer since the new firing mechanism seems better and more interactive.

Missile Defender Update

August 25
by anegri 25. August 2010 18:34

Finally was able to finished optimizing the performance of the Missile Defender WebOS game, at least to minimize garbage collection during playtime.  Based on user feedback the controls have been modified as well and noticed that the fast accelerometer kills performance as well.  The new method is to drag from a SAM site to the desire location to where the missile should explode, the mechanics are much better on the phone.   The game play levels have been change and I am aiming at having 5 training levels and 24 survival levels (hopefully campaign style).  I also added a new type of explosion for the planes, but still need to add typing to the explosions so that I can roll in the land explosion sprites.


Next step will be formatting the resolution so that it works on the Pixi and perhaps implement duff's device to further enhance loop optimization.