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	<title>daGrind &#187; iPad</title>
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	<link>http://dagrind.com</link>
	<description>Technologically Unchallenged</description>
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		<title>TightWire Adventures</title>
		<link>http://dagrind.com/2011/12/12/tightwire-adventures/</link>
		<comments>http://dagrind.com/2011/12/12/tightwire-adventures/#comments</comments>
		<pubDate>Mon, 12 Dec 2011 03:22:07 +0000</pubDate>
		<dc:creator>Todd Casey</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://dagrind.com/?p=283</guid>
		<description><![CDATA[Today is the official launch of TightWire Adventures and TightWire Adventures HD by iBright Studios! I developed TightWire Adventures for iBright and it is a really great spin on their very successful original TightWire game! TightWire Adventures offers 15 new unique 3D levels, and the hero now can ride a unicycle across the tight wire. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://dagrind.com/files/2011/12/IMG_2453.png" rel="lightbox[283]"><img class="alignleft size-medium wp-image-284" title="TightWire Adventures Main Menu" src="http://dagrind.com/files/2011/12/IMG_2453-300x200.png" alt="" width="300" height="200" /></a>Today is the official launch of TightWire Adventures and TightWire Adventures HD by iBright Studios! I developed TightWire Adventures for iBright and it is a really great spin on their very successful original TightWire game! TightWire Adventures offers 15 new unique 3D levels, and the hero now can ride a unicycle across the tight wire. There is also a new feature that allows you to earn and activate power-ups depending on your performance, which is really incredible. There is a version for the iPhone that supports retina graphics for the newer iDevices and a separate version titled TightWire Adventures HD for the iPad. The gameplay and UI are some of the best of the App Store, so please give it a try and let your friends know about it also! (You can click on any of the images to see a larger version.)</p>
<p><a title="TightWire Adventures" href="http://itunes.apple.com/us/app/tightwire-adventures/id485371621?mt=8">TightWire Adventures</a> (for the iPhone and iPod touch)<br />
<a title="TightWire Adventures HD" href="http://itunes.apple.com/us/app/tightwire-adventures-hd/id485820526?mt=8">TightWire Adventures HD</a> (for the iPad)</p>
<p><a href="http://dagrind.com/files/2011/12/IMG_2454.png" rel="lightbox[283]"><img class="alignright size-medium wp-image-285" title="TightWire Adventures Level Selection" src="http://dagrind.com/files/2011/12/IMG_2454-300x200.png" alt="" width="300" height="200" /></a>Here is the description from iTunes:</p>
<p>"Yes, he’s back, and he’s more daring than ever.</p>
<p>TightWire and its unlikely hero return for a second round of face-smashing, gravity defying, TightWire walking. He flips, he dances, he rocks. Welcome to TightWire Adventures.</p>
<p>WALK, and now UNICYCLE through 15 incredible 3D levels of varying difficulty and length. Battle gravity and projectiles as you try to make it across the TightWire using the accelerometer. A fun-filled game for every age category!</p>
<p><a href="http://dagrind.com/files/2011/12/IMG_2456.png" rel="lightbox[283]"><img class="alignright size-medium wp-image-286" title="TightWire Adventures Pyramid Level" src="http://dagrind.com/files/2011/12/IMG_2456-300x200.png" alt="" width="300" height="200" /></a>FEATURES:</p>
<p>-15 incredible, real world levels!<br />
-Master walking and unicycle for each level!<br />
-Interactive projectiles unique to each level!<br />
-Multiple power-ups, falls and dances!<br />
-Easy to learn but hard to master!<br />
-High resolution Retina graphics!<br />
-GameCenter achievements!<br />
-Updates to come – More skills, more falls, more levels and more game modes in the works!</p>
<p>!!!!!THANK YOU TO ALL THE TightWire FANS ACROSS THE WORLD!!!!!"</p>
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		<title>Mazonaut</title>
		<link>http://dagrind.com/2011/10/27/mazonaut/</link>
		<comments>http://dagrind.com/2011/10/27/mazonaut/#comments</comments>
		<pubDate>Thu, 27 Oct 2011 14:22:52 +0000</pubDate>
		<dc:creator>Todd Casey</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://dagrind.com/?p=332</guid>
		<description><![CDATA[Today is the official launch of Mazonaut by iBright Studios! I developed Mazonaut for iBright and it is a really great original game! Here is the description from iTunes: "The object is simple - Using the accelerometer, swiftly move through the maze keeping ahead of the destructive forces the black hole imposes on the maze [...]]]></description>
			<content:encoded><![CDATA[<p>Today is the official launch of Mazonaut by iBright Studios! I developed Mazonaut for iBright and it is a really great original game! Here is the description from iTunes: "The object is simple - Using the accelerometer, swiftly move through the maze keeping ahead of the destructive forces the black hole imposes on the maze segments. The maze is pulled apart faster and faster according to how far you get, so you must get the Mazonaut through before he too is pulled into the black hole! Anticipation and forward-thinking are a must, otherwise the Mazonaut will become a causality just as the maze does! "</p>
<p style="text-align: center;"><a href="http://dagrind.com/files/2011/12/mzl.mbwbqhyh.320x480-75.jpg" rel="lightbox[332]"><img class="size-full wp-image-333 aligncenter" title="Mazonaut" src="http://dagrind.com/files/2011/12/mzl.mbwbqhyh.320x480-75.jpg" alt="" width="480" height="320" /></a></p>
<p>This is a really great game and a lot of value for the money! <a title="Mazonaut in the App Store" href="http://itunes.apple.com/us/app/mazonaut/id397900233?mt=8">Mazonaut is $0.99</a> and is a universal application, so it will run on both the iPhone/iPod touch and iPad with graphics that are appropriate for all of the devices. Please pass along this news to all of your friends and let iBright know what you would like to see in future updates.</p>
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		<title>Sheeple On The iPad</title>
		<link>http://dagrind.com/2010/02/03/sheeple-ipad/</link>
		<comments>http://dagrind.com/2010/02/03/sheeple-ipad/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 21:32:50 +0000</pubDate>
		<dc:creator>Todd Casey</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Tomato Factory]]></category>
		<category><![CDATA[Sheeple]]></category>

		<guid isPermaLink="false">http://dagrind.com/?p=191</guid>
		<description><![CDATA[Like all of the other iPhone developers, I too have been scheming planning how I can take advantage of the iPad with existing and new applications. As for my company, Tomato Factory, we plan on going down the Universal Applications route discussed here. The lack of information in the current iPhone SDK 3.2 beta seed [...]]]></description>
			<content:encoded><![CDATA[<p>Like all of the other iPhone developers, I too have been <span style="text-decoration: line-through">scheming</span> planning how I can take advantage of the iPad with existing and new applications. As for my company, <a title="Tomato Factory Website" href="http://tomatofactory.com">Tomato Factory</a>, we plan on going down the Universal Applications route discussed <a title="Introducing Universal Applications for iPhone OS" href="http://devimages.apple.com/iphone/resources/introductiontouniversalapps.pdf">here</a>. The lack of information in the current iPhone SDK 3.2 beta seed is a bit frustrating. Also, the lack of information around when developers will have access to submit iPad native or universal applications is frustrating. I am sure that Apple doesn't want a horde of overly eager developers to submit iPad native applications without having ever tested their applications on a physical device. As all experienced iPhone developers know, the simulator is not the same as the physical device. I typically do not even bother using the simulator.</p>
<p>I decided to see how my application <a title="Sheeple iPhone Game" href="http://tomatofactory.com/games/sheeple/">Sheeple</a> looked on the iPad simulator. Here are screenshots of Sheeple running in both native iPhone 480x320 resolution (left) and scaled 2x resolution (right).</p>
<p style="text-align: center"><a href="http://dagrind.com/files/2010/02/SheepleiPad1x.png" rel="lightbox[191]"><img class="alignnone size-medium wp-image-192" title="Sheeple iPad 1x" src="http://dagrind.com/files/2010/02/SheepleiPad1x-300x232.png" alt="" width="300" height="232" /></a><a href="http://dagrind.com/files/2010/02/SheepleiPad2x.png" rel="lightbox[191]"><img class="alignnone size-medium wp-image-193" title="Sheeple iPad 2x" src="http://dagrind.com/files/2010/02/SheepleiPad2x-300x232.png" alt="" width="300" height="232" /></a><br />
(click image to view full size)</p>
<p style="text-align: left">It really doesn't look so bad at first glance, but it won't be long before users will not accept this compatibility mode. As soon as developers are taking advantage of the additional pixels they have access to on the iPad, this compatibility mode will probably be something that we will see less and less of. I am developing several games currently and we are using vector graphics, so creating a universal application should be a very straight forward process.</p>
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