Apr 01

Well, here’s iJiggles on an iPad…


screen2

It’s a little weird releasing something that hasn’t actually been tested on and actual iPad so I hope you guys enjoy it.

Dec 07

Here’s a quick and fun little app that we created just for this holiday season: Santa Hop

Help Santa collect all of the presents!

Help Santa collect all of the presents!

Click the image above to take you to the iTunes store
Santa Hop on YouTube

It’s a game in the spirit of Doodle Jump and Winterbells. You must guide Santa up through the clouds so he can collect all of the gifts for the children. As an added twist, the higer you get, the fatter Santa gets so it gets more and more challenging.

We think it turned out really well so if you are in the holiday spirit, check it out!

Dec 07

A friend of mine just made his first iPhone game. I present to you Stair Climber 2 the most realistic stair climbing experience available on iPhone. I don’t know if it’s terribly awesome or awesomely terrible. You can decide…

008708

Click the image above to take you to the iTunes store
Stair Climber 2 on YouTube

Nov 12

I figured you guys would be interested in another experiment that we did for Tap-Fu. You can read about it here:

iPhone Game Console

Nov 09

Piracy totals so far look like this:

  • 71.2% of the scores submitted are from pirated versions of the application
  • 0% Conversion rate. Not a single pirate bought the app.

Check out our post of piracy for updated graphs.

Oct 25

If you are curious, here’s some of the stats for yesterday when the piracy article made it to the front page of Slashdot (and a few other places). I have to admit, I was a little surprised by the whole thing…

Google Analytics

Google Analytics

Oct 23

We wrote an article on App Store Piracy. You can find it here:

App Sore Piracy

In summary, Tap-Fu has been pirated a lot. We discuss many of the things we’ve noticed and possibly a few things that we can do to try and manage it a bit.

Oct 16

It should be on the store soon. Here’s the link that can probably get you there:

Oct 13

It’s now been over two weeks since we submitted Tap-Fu to Apple so hopefully it’ll be out soon. In the meantime we’ve started Chapter 2. Here’s Seelan’s post about it:

Chapter 2 character at Touch Arcade

Oct 01

We figured it would be fun to post the evolution of Tap-Fu photos. It’s interesting to look back and see how the project evolved and the thought processes we went through.

The very first idea for this game came from us playing around at Virtual Apple – specifically we were reminiscing about Karateka

We were thinking that it would be great if we made a clone of it. Back in the day it was one of the most impressive games around so we had a soft spot for it. So we made a quick animated gif of the character walking so we could get an idea of how much animation would be required:

Karateka Sprite

Once we were sold on the idea, we contracted out an artist to do some character animations. Based on our input, this is among the first set of sprites that we got back. The sprites were generated from a 3D animated model with the intention of painting over them later on.

First Prototype of Tap-Fu

First Prototype of Tap-Fu

First Prototype of Tap-Fu with 3D ground plane

First Prototype of Tap-Fu with 3D ground plane

It wasn’t quite what we wanted, so we decided to explore some alternatives for a while. So we let our art designer (Rain Park) go nuts. He was only at it for a short time, but what he came up with was beautiful.

Initial Concept Art

Initial Character Concept Art

Boss Concept Art

Boss Concept Art

Since at first the game was more serious (like Karateka) the direction that we gave was mostly in that direction. Then one day Rain sent us this:

First Cartoony Character Concept

First Cartoony Character Concept

Needless to say, we were totally convinced that a less serious game was the way to go. Here’s some animation guides that he came up with:

Animation Guide

Animation Guide

Animation Guide

Animation Guide

And a background concept:

Background Concept

Background Concept

Initially we were thinking that Tap-Fu would be more of a platformer and that the Hero would start off in a town. The town is what is pictured above.

Since we decided to go for a more cartoony look, we needed a new art style. We are fans of the old school sprite games so we found another team of artists that were available to do some sprite work in Montreal. They took the concept drawings and came up with this:

First Character Sprite

First Character Sprite

Meanwhile our concept guy was busy cranking out more drawings.

Bandit Concept

Bandit Concept

Ninja Concept

Ninja Concept

Another Bandit Concept

Another Bandit Concept

Background Color Test

Background Color Test

Boss Concept

Boss Concept

Architecture Concept

Architecture Concept

Trainer Concept

Trainer Concept

Here’s a bit of a milestone. Our favorite character:

Female Ninja Concept

Female Ninja Concept

Female Ninja Concept

Female Ninja Concept

And a hawk was added:

Hawk Concept

Hawk Concept

Around this time, the level and tech design started getting a little bit bloated. Since we were doing a platformer, we realized that there was still a ton of work ahead. In the interests of getting the game completed faster, we decided that we would shift the project from “Tap-Fu adventure” to “Tap-Fu Arena” and focus on smaller levels. This would greatly simplify the AI and gameplay and would probably be more fun. A few weeks after that we put in the story mode which was a nice balance between the two.

This is the first time we put sprites in the game:

Sprites in game

Sprites in game

Clearly backgrounds were needed. Here’s more concepts for that:

Background Concept

Background Concept

Background Concept Test

Background Concept Test

The terrain was looking pretty crappy so we switched to 3D models for them. Here’s some 3D modelling tests:

First 3D Ground plane

First 3D Ground plane

Better 3D Ground Plane

Better 3D Ground Plane

Then background elements were created. These are drawn as sprites in the engine:

Props Concept

Props Concept

And powerups:

Candy!

Candy!

Putting it all together gave some really good results:

Starting to look familiar

Starting to look familiar

Some HUD work being done:

HUD Test

HUD Test

After all of this, the rest is mostly just polish. Sounds, from our sound guy Dan,  were added. The HUD was finished. The menu system became fully functional. A little bit of music was added to the title. Hundreds and hundreds of gameplay tweaks to get it perfect were done.

We hope you enjoy it!

Sep 30

Here’s a thread about Tap-Fu at Touch Arcade:

http://forums.toucharcade.com/showthread.php?t=27527

Sep 29

Here’s some interesting tech facts about Tap-Fu:

  • Created from scratch over a 5 month period
  • 443 individually crafted character sprites (128×128 each) in 7 1024×1024 textures (loaded as 16 bpp). No PVR compression on sprites.
Full Tap-Fu Sprite Sheet

Full Tap-Fu Sprite Sheet

  • Environment textures are all PVR compressed (4bpp). Six 512×512 and four 1024×1024 textures.
  • Main theme 0.6 MB .caf file. Streamed from file.
  • 87 unique sounds. Uncompressed .wav (PCM) files with varying bitrates tweaked by hand. Steamed from file via OpenAL
  • Streaming levels (for story mode)
  • Engine is 100,000+ lines of code. Game specific code is 10,000+ lines.
Sep 29

I thought I’d take some time to highlight the absolute greatest feature of the Donkey Tech 1 (DT1) engine… the visual scripting system.

The Visual Scripting System in DT1

The Visual Scripting System in DT1

Many developers seem to be steering towards integrating Lua, Python, etc into their game projects with the hope that it’ll streamline the game creation process. I did it too. An earlier version of the engine had full Lua support. The problem is that it still forces much of the game logic on to a programmer instead of putting it where it should be – with the artists or level designers.

I decided I’d try and develop a visual, node-based, scripting system that would easily allow anyone to define complex relationships between entities in the game. Since we were targeting the iPhone it also had to be very efficient as well.

The solution looks like this: By linking the nodes together you form a graph that performs the operations that you want to do. Nodes are lazily evaluated – i.e. if you need the value of a plug at the end of a chain of nodes, all of its dependencies upstream of it are evaluated first. this is key to its efficiency.

So what does this look like in C++? In a nutshell, all a class has to do is inherit from a PlugNode base class and define it’s member functions much like this:

Plug<Vector3> _position;
Plug<Matrix3> _orientation;
Plug<TWfloat> _scale;

There’s an initialization function a little later in the .cpp file that looks like this:
PLUG_INFO(_position).Init("Position",PLUG_OFFSET(_position),plug_node_info)
.Affects(PLUG_INFO(_world_position))
.Affects(PLUG_INFO(_world_orientation))
.Affects(PLUG_INFO(_world_scale))
.Set_Input(true)
.Set_Output(true);

PLUG_INFO(_orientation).Init("Orientation",PLUG_OFFSET(_orientation),plug_node_info)
.Affects(PLUG_INFO(_world_position))
.Affects(PLUG_INFO(_world_orientation))
.Affects(PLUG_INFO(_world_scale))
.Set_Input(true)
.Set_Output(true);

PLUG_INFO(_scale).Init("Scale",PLUG_OFFSET(_scale),plug_node_info)
.Affects(PLUG_INFO(_world_position))
.Affects(PLUG_INFO(_world_orientation))
.Affects(PLUG_INFO(_world_scale))
.Set_Input(true)
.Set_Output(true);

What does all of this do? In a nutshell, the Plug template wraps the primitive type in the logic for maintaining the plug state and connections while making it behave much like a the primitive type. PLUG_INFO is simply a macro that is the object that contains static information about the plug (like name and flags). this information is constant for all of the instances of this node type. The Affects statement defines which inputs affect which outputs which is necessary in tracking dirty states for the lazy evaluation. Set_Input and Set_Output are just flags that say whether the plug is an input or an output.

I realize that details are a little scarce here. It’s meant to me more of an introduction that an exact how-to.

What kind of things can be done with this system? Well, as it turns out, a lot! Here’s a few examples:

  • The camera rig: The players position, with an offset added and going through a smoothing node to the camera’s position.
  • Opening doors: A player enters a zone which causes a timer to increment which is connected to the y-position of a door.
  • Cut scenes: All of the cut scenes in tapfu use this system. Switching between cameras, playing sounds, messages, etc.
  • Particles: Particles are completely defined by this system with new behaviors chained up in series.

All of this stuff can now be driven by an artist instead of a programmer. So if you are a programmer, do yourself a favour and implement something like this now! You won’t be sorry :)

Sep 28

I thought I’d make a few posts about the tech behind Tap-Fu. Tap-Fu was the fist game released with our game engine (Donkey Tech 1) that has been in development for several years already. The engine boasts a long feature list with a lot of cool stuff:

  • Fully customizable editor written in wxWidgets
  • Extensive Visual scripting system featuring lazy updates
  • Asset packaging system
  • Fully integrated and flexible GUI system
  • OpenGL, OpenAL, and SDL support
  • Flexible file format support for WAV, OBJ, 3DS, PNG, PVR as well as many optimized (and proprietary) formats.
  • Hot loading with all resources.
  • Sprite and Bone (GPU skinning) animation systems
  • Streaming audio sound effects with OpenAL. Streaming music system with Audio Queues or SDL
  • Streams both ASCII and Obfuscated Binary file formats for reading and writing level data. Save anywhere is fully supported.
  • Built in networking for multiplayer games over UDP. Full network serialization. (WIP)
  • Brush/BSP based level design (WIP)
  • Integrated profiling tools
  • Pluggable Renderer. Deferred shading renderer on Mac and PC enables hundreds of dynamic lights. Shadow map support
  • Hardware Shader Support. Normal mapping, Parallax mapping, etc.
  • Modern C++ programming methodology.
  • Supported platforms include Mac OS X, Windows, and iPhone
  • Very flexible particle system
  • Multithreading support including lock free container classes.
  • Unit testing framework
  • The DT1 editor

    The DT1 editor

    Using this technology, the Prototypes for both Tap-Fu, Relativity, and a few unannounced titles only took a couple of hours. This includes a full menu system, a customized level editor, save/load and a whole bunch of other features.

    Stay tuned for a few posts about some of these specific areas. There’s some neat lessons to be learned.

    Sep 26

    Well, I’ve been pretty busy lately. I’ve teamed up with the 7 cities guy to create our latest game called Tap-Fu. It turned out AWESOME!!

    Here’s the official page for it: Neptune web site

    Here’s a thread at Touch Arcade: Touch Arcade

    There’s not a whole lot about the game right now – it’s coming soon.

    Feb 26

    Tricorder had to be taken off of the App Store. It’s not like this was unexpected. Here’s what a DMCA takedown notice looks like.

    Dear Mr. Baudais,

    We received a written notice from CBS that CBS believes your application named
    Tricorder infringes CBS’s rights. A copy of the notice is attached.

    Accordingly, please take steps to review your application to ensure that it
    does not violate the rights of another party. If this includes removing your
    application from the App Store while you make changes, use the following steps:

    Visit iTunes Connect at http://itunesconnect.apple.com

    1) Select the “Manage Your Apps” area
    2) Find the desired application in the list
    3) Select “Remove From Sale”
    4) Your application will no longer be available for sale on the App Store

    Please remember that pursuant to your agreement with Apple, you are responsible
    for any liability to Apple because of a claim that your application infringes
    another party’s rights, and also that we may remove your application if we
    believe that doing so is prudent or necessary. So that we don’t take unnecessary
    steps, please let us know that this matter between you and CBS has been resolved
    within three days of this letter.

    Thank you for your immediate attention.

    Sincerely,
    **EDIT: NAME REMOVED**

    Here’s the email that was sent to Apple from CBS.

    Dear **NAME REMOVED**:

    We obtained your name from Paramount Pictures and seek your prompt assistance. I
    write as attorney for CBS Studios Inc. (the ‚”Rights Owner”), the owner of the
    rights to the television series ‚”Star Trek‚” and, under penalty of perjury, the
    information contained herein is accurate and true.

    We are providing you with notice as operator and host of the http://itunes.apple.com
    that there are unauthorized uses of the protected content, namely unauthorized
    STAR TREK applications at the following links:

    http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=290579379&mt=8

    http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=287228976&mt=8

    http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=301409057&mt=8

    We have a good faith belief that this material is not authorized by the Rights
    Owner, its agents or the law. Such copying and use of this material constitutes
    clear infringements of the Rights Owner‚ copyrights under the Copyright Act and
    Digital Millennium Copyright Act, 17 U.S.C. § 512(c), and its counterpart laws
    around the world. In addition, such actions constitute clear violations of
    Apple’s DMCA Policy.

    As we diligently protect the Rights Owner’s properties in all forms of media, we
    hereby request the immediate removal of these links from this website which you
    operate or act as Internet service provider. Should you need additional
    information, please contact me at the number or email listed below.

    Nothing in this letter shall be construed as a waiver or relinquishment of any
    right or remedy possessed by the Rights Owner or any other affected party, all
    of which are expressly reserved.

    Sincerely Yours,
    **NAME REMOVED**

    Feb 22

    I thought I’d blog a bit about Ad Support in iJiggles. To make a long story short, Ads suck. BUT having said that, I think I might have inadvertently found a really good way to make money off of your free apps at the same time without them.

    iJiggles was a paid app at the beginning. But it wasn’t selling at all (except for a few copies obviously). So I decided to make it free. Little did I expect that it would shoot to the top of the free lists. 100000+ downloads a day and I wasn’t making a dime. The coverage is really good though.

    So I was left with a predicament. I could make it .99 cents again and fall completely off the charts – back to mediocrity, or I could add Ad support. So I chose the latter knowing full well that I’d get some blowback on it :(

    I added ads as a banner at the top of the title screen which is the same screen that you use to load new pictures or take pictures with your camera. So during a single usage of the app, you would see it multiple times but it wouldn’t interfere with how the app actually works. It seemed like the least annoying way to do it for the users.

    A few days later, Apple released the update and Ads were being displayed all over the world. iJiggles is displaying 2 million+ ads a day… and my profit for all of this trouble and hassle? About $200/day. This is barely more that I was making at $0.99 cents per copy at the rates that it was selling. Except, I’ll saturate my user base a lot quicker now.

    So Ads suck… but making your app free doesn’t necessarily suck…

    There are some unintended side effects to having a free app that sticks to the #1 free spot on the App Store. The largest one is exposure.

    If you look at the description for iJiggles right now, the first 1/3 of it talks about OTHER apps. These are apps from some friends of mine that I really do honestly like (so the blurbs are real). They are the ones that have been benefitting from iJiggles.

    Case in point, 7 Cities. It was released a couple of months ago and did really well for the author, but only got to about #53 on the app store – even while it was featured by Apple. A little while later it fell off the top 100.

    Since I have added the blurb about it to my description, not only is it back on the charts but it’s at #44 and climbing!! Basically, my blurb did more for their ranking than being featured by Apple!! (Coupled with a price drop). This is also much better than when they released a Lite version which is the strategy many devs are taking.

    Mouse House has seen similar success. They are selling something like 10x as many apps as they were before. Their sales from the small blurb are making them more $$$ than admob support is making me!

    So what does this mean exactly? Well, this is a new way to make money off of the top free apps. Devs could approach the top free app developers and “sponsor” their app. It really doesn’t take much. A one or two line blurb talking about how awesome the app is has a HUGE effect. But these “blurbs” or “ads” are WAY more effective than any “in app ad system” by several orders of magnitude. Free app devs basically are their own ad provider. Neat!

    So, I’m looking for sponsors for iJiggles. Contact me via my contact page.

    Feb 17

    Due to the phenominal reception of the free version of iJiggles, I’m going to release it for free permanently! I am going to integrate AdMob so if you want to support me, please click one of the ads.

    Unfortunately, since I’m not releasing a separate free version, the people who initially bought the app for .99 will get the ads too. If it bugs you that much, let me know who you are and I’ll try and make it up to you in the future somehow.

    Tomorrow should mark a special occasion where iJiggles will crack 100,000 downloads in one day. Today was so very close at 99371 copies. Pretty crazy!

    Thanks to all who have downloaded it.

    Feb 04

    That is all.

    Feb 03

    theiphoneblog.com

    And a funny, not related article in PCMag. I think it is categorized appropriately.
    pcmag.com – 10 Stupid iPhone Apps
    “Blame our lack of interest with this app on the fact that this article has a female author, but iJiggles-3D-Wobble (99 cents) is plain stupid. You take any photo, select Jiggle mode, and you can “jiggle” anything in the photo. Choose the Inflate setting to increase the size of any object in your photo as well. The makers of this app use a photo of a woman holding watermelons as an example. Enough said.”

    Feb 02

    There’s a very good article over at macenstein about this whole Wobble vs. iJiggles thingy. It is a very good read: http://macenstein.com/default/archives/2484

    I sent them a bit of a clarification email which I’ve reprinted here:

    Hey Doc,

    That was a VERY good article. It was very well balanced and fair. You are
    absolutely right that this is completely immature.

    I would like to clarify a few bits though, if you don’t mind:

    1. My name isn’t Tod Martin. It’s Tod Baudais. :)

    2. iJiggles was never intended as a “boob app”. It was originally developed as
    an image manipulation toy – hence the interface. I did realize, however, that
    it would probably used for boobs 90% of the time at first, but I was hoping
    that it would wear off and people would find more entertaining uses for it.
    The whole concept of a “Toy” is why the interface is how it is. It was meant
    to be fun. At the same time I realize it is not for everyone. This “not a boob
    app” thinking is why the first images of the app on the app store were of my
    6 month old son.

    3. I’m a little disappointed in Jon for his comparison of Wobble vs iJiggles.
    I have an equally biased image here: http://www.smellslikedonkey.com/images/interpolation.jpg.
    In fact, his image shows a feature of iJiggles! It allows you to push and
    stretch images like they were putty which he has obviously done here. That
    and this screenshot is from iJiggles 1.0. The new version is MUCH smoother
    and prettier. Shame on him for misrepresenting this.

    4. Speaking of features, iJiggles does everything that Wobble does and a lot
    more. He makes no mention of the iJiggles stretch mode (which he used in his
    comparison), the “inflation” feature, full support for multi-touch, interactive
    simulation, settings for springiness, camera interface right within the app,
    etc. Instead his argument is always “it does boobs” which iJiggles does as well.

    5. His assertion that any sales spike can be attributed to his name and he is
    absolutely right – sales stayed flat at around 100 copies a day. Some noise,
    but nothing to write home about. Maybe there’s a lesson in there for other
    developers. In the end it doesn’t really matter though, the whole point of
    the name change wasn’t to drive sales, but to send a clear message to play
    fair.

    The funny thing about this whole episode is that on thursday, I was content
    to let iJiggles fade out of existence. I’ve made more than I put into it and
    I wasn’t willing to go the full distance and market it as a boob app. But the
    name change on Friday, the personal attacks and weak legal threats from Jon
    is what has inspired all of this. So the blog will stay up and the bully will
    get a little bit of bad press.

    So what is next? I think he got a taste of his own medicine. I’ll change the
    name of iJiggles back at some point – iJiggles-3D-Wobble *is* a stupid name
    after all. I’m also thinking of adding a “Wobble Mode” that changes the
    interpolation scheme a bit – without all of the ugly artifacts of course ;)
    I’m also pondering a free, ad-supported version. We’ll see.

    Take care,
    Tod B.

    Feb 01

    Wow. Ths is really turning into Comedy Gold! Shortly after publishing his last email I got this gem from him:

    Heh, I don’t believe that you just published a comment from me that:
    a. Points out the shortcomings of your application
    b. Points out to anybody reading that there exists an opportunity to take
    your application name! I simply meant that as a warning to you against the
    problem with changing your software name… hence the reason I changed ours
    back! (oh and sales went down when I mentioned Jiggle)!

    But I guess you are just a bit too slow to pick that up, and you insist on
    republishing my PM’s to your imaginary readers???

    Let’s see if you are foolish enough to publish this too:

    Dear search engine and readers of this blog, please index this link:
    Wobble is the best boob jiggling software available for the iPhone – follow
    this link to buy WOBBLE

    http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=301166113

    Or maybe you’ll realise that you are giving me the opportunity to publish
    stuff on YOUR blog and take all of it down!!
    :-D

    Jan 31

    Well, the Wobble guy responded. He actually had me feeling sorry for him… until the last paragraph. At least he was thoughtful enough to append a smiley face.

    1. Have it your way.

    2. If I was using the term iJiggle rather than just plain jiggle it might
    explain trying to confuse the market, we were merely experimenting with a
    longer name to catch the eye more in the appstore.

    3. Bad experiment, for a number of reasons – it exposed us to other
    developers moving on the name “wobble” which is precisely what you have done
    changing your name – I wonder who would be tempted to take your “iJiggle”
    name? Maybe some reader of your blog???

    4. OK, will do.

    And yep, I feel like a dick for even bothering to engage with you, it’s not
    like your app is competitive really… It looks like a software guy did the
    graphics and it works like a graphics guy did the software. Did the UI guy
    come up with your company name??

    :-)

    Jan 31

    Yesterday when we visited the App store, we were a little surprised to see that the Wobble guys changed the name of their application from “Wobble” to “Wobble-3D-Jiggles”. This was a little surprising for a number of reasons:
    1. “Wobble” is already an established name. It’s short and concise.
    2. The incorporation of Jiggles really serves only one purpose – to get searches from people trying to find iJiggles. If you’ve been following the sales above, you’ll see that the generic “Jiggle” market is a lot smaller than the “boob Wobble” market. What did he hope to do, get another 100 sales per day?

    So to be a bit of an ass right back to him, I changed the name of “iJiggles” to “iJiggles-3D-Wobble”.

    Well, I woke up this morning to find this email from the Wobble guy himself:

    Remove Wobble from the “name” you are using for your application.

    You are infringing our trademark.

    It would seem by your statement that “You have nothing to lose” that you are
    attempting to benefit from our large sales and marketing effort. Might I
    suggest that you do have something to lose?

    As your name stands you are deliberately using our name to try to increase
    sales of your own and you will be liable for damages, to minimize such damage
    you must CEASE AND DESIST using the Wobble name immediately.

    My IP lawyers will be writing to Apple, in addition please supply an address
    for service for your company to the email address above.

    And Here’s my Response:

    Jon,

    1. It is doubtful that you have already applied and received a Trademark for
    the name Wobble. Also, Wobble is a generic term and is probably not
    trademarkable. If I am wrong, send me a trademark number or an application
    number and I will be happy to change it.
    2. At the time of the name change, your app is called “Wobble-3D-Jiggle” and
    not “Wobble”. Quite a bit different
    3. By using the term “jiggle”, you are obviously attempting to benefit from
    our large sales and marketing effort.
    4. I’ll leave it up to Apple to decide. Get my address from them.

    Have a good day.

    I also noticed that he changed the name back to WOBBLE (all caps this time) so he’s obviously feeling pretty dumb right about now.

    So for now, I’m leaving the name how it is. If Apple wants me to change it, then that is fine. It’s pretty funny though, had he apologised for being a dick instead of sending a threatening letter I would have changed it back in a heartbeat. If anyone has any opinions on this, I’d love to hear them.

    Jan 30

    I see that the Wobble guys have changed the name of their app from “Wobble” to “Wobble-3D-Jiggles”, presumably in honour of iJiggles. I thought I’d honour them back by renaming “iJiggles” to “iJiggles-3D-Wobble”. What the hell, I’ve got nothing to lose.

    Jan 21

    iJiggles 1.1 has been released to the App store (expect it Friday or Monday). Here’s a summary of the patch:

    - Smoother and Faster Animations
    - New “Inflate” feature to further enhance parts of your photos
    - Multitouch interactivity
    - Saving and loading
    - And a bunch of little tweaks here and there.

    Thought you’d like to see a comparison of image quality for Wobble and iJiggles 1.1.
    Wobble vs iJiggles

    Jan 19

    Jan 19: 239 Copies sold
    Official Youtube Videos: 1019, 741 and 174 views
    eugene4023 videos: 20,676 and 769 views
    (Also, Tricorder views are up too! 157 views)

    Now monday is here. We’re hoping some other sites will start mentioning it now.

    Jan 18

    Here’s a nice little nugget from the youtube comments on eugene4023′s vids, kinda made me laugh:
    YouTube Comment

    Jan 18

    Well it looks like Wobble being released a day or two earlier has given them a huge advantage. That and iJiggles came out on a Friday so a lot of sites haven’t picked up the story yet.

    Here’s some stats:
    Jan 16: 339 Copies sold
    Official Youtube Videos: 785, 589, and 141 views
    eugene4023 videos: 17,467 and 292 views (new Japan one apparently, crazy)

    Maybe monday more of the mainstream sites will kick in.

    Jan 17

    Some of the Marketing has started up and apparently there’s also a competitor: Wobble Here’s some stats:
    Jan 16: 456 Copies sold
    Official Youtube Videos: 444, 345, and 83 views

    And the unsung hero of the ijiggles app:
    eugene4023 video: 11,036 views

    So it seems like it’ll take a bit more work to get it into the mainstream.

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