iJewels v1.0 has been approved and is now available on the App Store! Yay! 'Nuff said, really, try it if you have an iPhone, iPod touch or iPad! Drop me a review on iTunes if you like the game and/or have something to request for future versions. Click the banner below for more:
If you've visited before, you notice that I've completely changed the website theme. The previous theme was completely my own creation and I grew bored of it quicky, so something had to be done..
After a lot of searching I found a couple of interesting themes. Eventually I selected this nice theme called iNove, and this is what you see, with a few tweaks here and there (mostly fonts and the Home-button graphic). I hope you enjoy the new theme, personally I think it is very refreshing — and as a plus the site also works a bit better than it used to from mobile devices.
Finally: I have finished the first version of Jewels for iPhone a.k.a iJewels and submitted it to the App Store for review today. Now I'm eagerly waiting on results, hopefully the game will be accepted first time through. Exciting times! The game will be free with ads and with the option of removing ads through an In-App-Purchase.
Naturally I will be announcing right here when the game finally gets to the App Store. Stay tuned!
PS. If you're wondering what's with the "iJewels" name: the reason is that there was already an app called "JEWELS" at the App Store. I had to pick another name so I went with "iJewels." "Jewels for iPhone" etc. would not probably have been sufficient.
Do you have a brand new iPhone 4? I'm looking for a couple of people to help testing Jewels for iPhone on the actual iPhone 4 device. I have been working on to make sure that Jewels works also in the iPhone 4 resolution (and yes, I have crisp, pixel perfect high resolution graphics included, as well! ) and while I can test in the simulator just fine, I'm interested in how the game performs on the real device. I think it should run about 50-60 fps (hopefully the max), but it is possible that the high res graphics bring it down, which means more optimizing work for myself..
Unfortunately, I think the testers will need to be in the iPhone Developer Program to be able to install the game on their devices. (Correct me if I'm wrong!) But it doesn't hurt to ask, right? So, any iPhone devs willing to test it for me? Drop me a comment if you're interested. If not, I could try to find people on some dev forums. I do have my own iPhone 4 ordered as well, but I'm unsure if I get it before the game is finished..
UPDATE: I did get my own phone, so there is no need for this anymore. It worked quite well, I had to optimize text rendering though. Now it works pretty much 60 fps all the time. The optimizations also benefit older devices (except 3GS, which was running at 60 fps already) so it was time well spent.
I wanted announce that I've managed to start working on bringing Jewels to the iDevices (at least for iPhone + iPod touch), even with the taking-care-of-the-baby-business! I've only recently started writing it from the grounds up in C++ with some Objective-C (or actually Objective-C++). (If anybody remembers, the original PC-Jewels is written in C#/XNA, while the Android-version is naturally in Java.)
This time I'll be using OpenGL ES (which, in retrospect, I should have used for the Android-version as well), so iPhone gamers will be getting the smoothest Jewels experience yet! I might even throw in some extra eye candy, just for the heck of it!
I've registered to the iPhone developer program, so I can test on the real devices, which is great. I'm aiming on making the game run perfectly on iPhone 3GS (and newer devices) hardware while still keeping it working fairly well on the older HW (like iPhone 3G). These are of course still only estimates, but something of a goal nevertheless. I'm liking the iPhone SDK so far, and even Objective-C isn't as scary as it looked like before! But as I said, the majority of the code will be in C++. This actually makes a full circle: I had been using C++ for years before I made a switch to Java, and now I'm back in C++ along with learning Objective-C as well! Neat how things turn out.
As to why I'm doing Jewels again (for the third time!), instead of doing something else. Well, it has become a pattern of some sorts for me; while learning a new platform / language / API, I've ported Jewels over. The original was simply because I wanted to try coding with XNA. Android-version sprung out from the desire of learning to write for Android. It was a better game as well. And now it is iPhone. I'm learning new stuff and I firmly believe that this will be (again) the best Jewels yet!
Oh, I also noticed (only a few days ago) that there is already a game named JEWELS at the App Store! Just my luck. Any ideas for the name? I think I'll have to go with iJewels or something like that, which I really didn't want to do, but I guess there is no option but to change the name…
So there you have it. Hopefully iJewels (still don't like that!) will gather some following on the iDevices — now I don't expect it to be a mass hit like on Android, the competition is much tougher, but then again there is nothing to lose in doing the port (or rewrite, actually). I'm gaining some valuable code to reuse in future iPhone projects, even if the game was a flop.