Category: iPad

App of the Week: The Stolen Stars

The “choose your own adventure” genre has been a longtime favorite of children everywhere since the late 1970’s. This week’s App of the Week, The Stolen Stars, is the perfect transition to the digital medium, allowing readers to interact with the story and play a hand in the plot.

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Guest Post: Developing eBooks with Kwik 2

Greg Pugh is the owner of GP Animations, the company behind the Colin Turtle book series. His books, “The Perfect Pillow” and “Floating Fun” have sold thousands of copies worldwide for the iPad and Amazon Kindle Fire. Recently, Greg was an alpha tester for Kwik 2, a Photoshop plugin that allows designers and illustrators to bring stories to life without a single line of code.

To celebrate the upcoming release of Kwik 2, Kwiksher is hosting an August promotion. If you’re working on an extraordinary story, want to be highlighted in the Kwik 2 PR launch, and are interested in an interview with Kwiksher and Corona Labs, enter the contest!

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App of the Week: Lingo Slingo

I’m a firm believer that the best way to learn a foreign language is by incorporating as many senses as possible. This week’s App of the Week, Lingo Slingo, relies on touch, sound, and vision to help people of all ages master vocab words in six languages.

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Guest Post: Hanger – From Flash to Corona

Flash developers Christian Östman and Richard Åström of A Small Game studio developed the hit Hanger game – a title that received over 60 million plays. After the Flash game’s wide-spread popularity, the duo decided to bring Hanger to the iPhone with Corona SDK. Released in early July 2012, the game landed in Top 10 for Action and Arcade in App Stores around the world.

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App of the Week: Snow Hill

Can your savvy detective skills help you solve the mystery of Snow Hill? This week’s App boasts a rare mix of graphical excellence, a unique storyline and interesting music and sounds by the talented R.M de Boer Software.

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Guest Post: From concept to finish. The importance of the pitch.

In today’s indy dev scene, there are so many tools that help us create games. Software Dev Kits like Corona make it not only easy, but inexpensive to produce high quality games for mobile. When we see that we have all kinds of access to this kind of tech, it’s really easy to jump right in and get lost in the possibilities. We tinker, toy with and make stuff. Oftentimes, we get lost in that part of it. We play with tutorials and stumble upon neat things. Next thing you know, you have this mechanism to assemble puzzle blocks or the basis for a paralaxing background. What you’ve created is “game-like” for sure, but is it something you can release to the public and call a finished game?

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Guest Post: Monkeybin Studio

Monkeybin was started in Oslo, Norway, in 2010 after Kim Ruben Vatnehagen and I met while working as independent contractors on a big software project. We formed the company with the objective of developing and publishing games for mobile devices and consoles. At first we decided to continue doing sporadic contractor work to make ends meet, but we spent as much time as we could learning what the mobile games world looked like and how it behaved.

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