The Story Behind iPACROSS – Launch on Mac

iPACROSS available in Mac and iPad AppStoreiPACROSS on Mac is almost the same as its twin brother, with slightly modified UI to adapt to different input styles. We started to create the Mac version as soon as we heard the news that Mac App Store is coming, and did the first submission to Apple on Nov 13th, 2010. We wished to be one of the launch titles of the Mac App Store. We did not worry much on the approval since we have never failed any submission to iOS App Store. And we had almost 2 months to fix the problem even if there was any.

But we had not made that happen. The Mac version were rejected for seven times. Each failure was a unique experience. We failed the first attempt because of the naming convention – we used the name “iPACROSS Mac” which Apple might not appreciate much. And then, we failed another few submissions for an incompatibility problem on one certain type of MacBook. After I fixed that finally, we got the latest rejection because of a slightly difference in App Store guideline that made our game good for iOS but unacceptable for Mac.

The game passed its eighth submission on the last day of February 2011. With all the experience we learned, the Mac version was almost perfect in its “1.0.0”, from the gameplay aspect. It has been featured in Mac App Store since the debut. The selling is beyond my expectation. And, on top of everything, the player feedback is truly fantastic.

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IndieLib, 2.5d engine using c++ for rapid game development

“IndieLib is a c++ 2.5d engine for game development and fast game prototyping in a really easy way. Internally it uses Direct3d for hardware acceleration, but doesn’t use DirectDraw or ID3DXSprite, it directly draws textures on polygons. The engine is focused in fast 2d rendering, but also allows you to use 3d models. The main IndieLib features are…”

The following tutorial is almost ready it’s ready! .It’s a tutorial about how to create an editor for games that dosen’t use tiles but a set of backdrop images with attributes that you can modify (rotation, scale, position, transparency, tint, layer, parallax, tiling, etc).

In this tutorial we are going to use IndieLib engine, it’s a 2d engine developed by myself with a really good community, you will be really welcome. So, if you wish, you can start getting familiarized with this engine by reading IndieLib tutorials.

Main Website: IndieLib.com
FAQ: FAQ
Community: IndieLib Forums
Tutorials: IndieLib Wiki Tutorials
Screenshots: IndieLib screenshots
Cost: FREE! & Open Source
Programming Required: C++

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