My post from a few weeks back may have piqued your curiosity. It showed the bare bones of a scrolling platform game built on top of Box2D and running with debug graphics. Since then I’ve been busy adding proper visuals to it using the Starling framework and can now reveal what the heck I’ve actually been working on. It’s a recreation of the Tomb Town level from Halfbrick Studios’ excellent Monster Dash game.
I really love the stuff Halfbrick produce and thought that recreating a level from Monster Dash would be an ideal way to learn more about game design. I used to work in the games industry years ago but only got back into games programming more seriously recently with the release of WeeWorld’s Match Mee for iOS. It was also another good excuse to see just what could be created with Adobe AIR. I’m happy to report that the video you see above shows my demo running on an iPad 1 at 60fps.
I’m pretty happy with the end result and while it’s certainly not a perfect recreation, I’m sure you’ll agree it’s pretty damn close.




March 5th, 2013 at 5:08 am
it is pretty damn close
.. if this runs on iPad 1 with 60 fps, then i have no doubt anymore about air performance in the future, not just because adobe will enhance it, but simply because devices gets more and more powerful .. just compare iPad 1 to iPad 4 that we already have now .
March 5th, 2013 at 5:32 am
Really nice work, and that fact that it’s on an iPad 1, even better!!!
March 5th, 2013 at 8:16 am
On my laptop I get starling up to 60FPS, 2 DRW, but air for mobile on android only gives 10. Any hints? Thanks!
I am working on this:
https://chrome.google.com/webstore/detail/operation-heat-zeeker/iiabebggdceojiejhopnopmbkgandhha
March 6th, 2013 at 3:28 am
You should post this video on the Starling Forum. Results like these should be shared. Really really nice!
Will you be sharing any source code tips for iOS optimization?
Thanks!
March 6th, 2013 at 4:06 pm
@Patrick. I’m hoping to put together a few tutorials covering some of the Starling & Box2D work I did for the demo. I’ll probably start with the game’s scrolling tile map as I have some alternative graphics I can use for it. Can’t give you an ETA though.
March 6th, 2013 at 4:41 pm
@zproxy Hi. Heat Zeeker looks really great!
There’s a section in the Starling manual written by Daniel Sperl that has many excellent pointers for optimization: http://wiki.starling-framework.org/manual/performance_optimization
In fact I use this page as a checklist when working with Starling.
Also, I highly recommend downloading and using Adobe Scout, which can help identify bottlenecks on mobile quite quickly: http://www.adobe.com/devnet/scout/articles/adobe-scout-getting-started.html
March 11th, 2013 at 10:45 pm
Nice. Somehow thinking about ability for lo-o-o-ong jump now.
April 25th, 2013 at 12:54 pm
nice game ,,Will you be sharing any source code tips for iOS optimization?
April 25th, 2013 at 8:22 pm
I’m hoping to produce a few tutorials this year covering some of this work. I might able to cover a few things related to iOS optimization while I’m at it.