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Topics - Unept

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iPhone / iPad / Android / Unicycle Hero for iOS (Featured!)
« on: January 22, 2018, 10:53:01 am »

Hi all, I figured it's time to announce Unicycle Hero for iOS:

Game Trailer:

The idea for this game came about from participation in Colin Lane's Mechanics Mini Jam in May 2017. It was a fun idea, and wacky physics are really fun to play with, so I kept tinkering until it became a full game. I've actually been finished with it for quite a while, but did not get  the final touches complete until winter.

Here are some tidbits:
  • I focused on solid, unique, fun gameplay with lots of user testing (friends, family, devs).
  • I weighed feedback from experienced mobile developers over that from friends/family.
  • I kept the graphics EXTREMELY simple but consistent. (NES color palette)
  • I kept the features simple. 8 events that worked well with the physics constraints, 3 upgrade types, one career mode, that's all. I may add cosmetic unlocks.
  • It is free with interstitial ads every ~15 events. Remove ads in-app purchase.
  • It is not fully iPhone X compatible yet.
  • It probably has some bugs in it, which I'll address if I hear about them after launch.
  • Coming to Android sometime soon.
  • I filled out the new App Store Promotion form found at
  • I emailed a "contact" in the App Store editorial team who has never, ever replied to me so I don't think that does anything.
  • I did no marketing aside from my meager twitter feed, which led to a couple articles on Touch Arcade.
  • I will email a couple youtubers a few days before launch.
  • I activated the app store's new pre-order feature, and it has over 500 free pre-orders as of Jan 22.
  • Today I received an indication from Apple that it MAY get a feature after launch.

I'm glad to answer any other pertinent questions.

Mechanics Mini Jam / Unicyclympics?
« on: May 10, 2017, 09:21:24 am »
Play It! (Still a WIP)

Unicycle Totem Toss has you trying to keep balanced enough to strategically toss the totem/caber as far as possible. This should be a real sport.

Stencyl Jam 16: "Spooky" / Super Scary Platformer, Name Pending
« on: October 10, 2016, 10:16:21 am »

I'm using this jam as an excuse to practice my pixel art. Usually I spend my time looking for unique gameplay ideas, then scrambling through the art. This time will be about starting with art and implementing it into a simple platformer mechanic.

iPhone / iPad / Android / Level With Me (Featured on App Store!)
« on: October 05, 2016, 03:32:10 pm »

Get it on the App Store

Get it on Android

Update: It was featured in "New Games We Love" on the U.S. App Store on Oct 31, and EU on Nov 3. Featured in over 100 countries.

Hi all,

This is Level With Me, a somewhat ridiculous balancing arcade game set to launch on iOS around Oct. 20. (and on Android soon after.) The game trailer above should give a good idea what it's about. You are tasked with balancing random objects or characters on a beam with the use of bubbles from the sea below. But each level has been crafted to have unique goals and challenges, such as making a burger or getting the rotund hedgehog to pop the balloons. A few new levels unlock as you progress.

I'm proud of how it turned out. It's very different from my previous mobile titles, Hue Ball and Lava Bird, and I believe it is a unique gameplay experience that is still fun and challenging. Big thanks to Folmer Kelly for helping me nail down the art direction.


TITLE: Level With Me
LAUNCH DATE: Probably around Oct 19.
MONETIZATION: Free with occasional ads. iAP to remove ads.
MUSIC BY: @isyourguy

(I will add a more comprehensive post-mortem once the game is launched.)

These are the errors that show up when trying to upload the .ipa file to iTunes Connect through Application Loader:

ErrorMessage = ERROR ITMS-90164: "Invalid Code Signing Entitlements. The entitlements in your app bundle signature do not match the ones that are contained in the provisioning profile. According to the provisioning profile, the bundle contains a key value that is not allowed: '[ "" ]' for the key 'keychain-access-groups' in 'Payload/'"

ERROR ITMS-90164: "Invalid Code Signing Entitlements. The entitlements in your app bundle signature do not match the ones that are contained in the provisioning profile. According to the provisioning profile, the bundle contains a key value that is not allowed: '' for the key 'application-identifier' in 'Payload/'

What I think is going on:
The App ID bundle in the error contains an App ID prefix XXXXXXXFN6. That prefix is tied to my Wildcard App ID. However, the App ID bundle that I created for this app uses my Team ID prefix XXXXXXXFA9. The FN6 doesn't show up anywhere that I can see during the whole process, but it ends up inside the file in the application signature after it's built. I discovered it using command line tool described here: How do I check the entitlements on my Application's Signature?

Code: [Select]
USERNAME$ codesign -d --entitlements :- /Users/USERNAME/MyGames/Stencyl/_GAMENAME/Payload/
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "">
<plist version="1.0">

Notice how the application-identifier and keychain-access-groups contain FN6, while the team-identifier contains FA9. I don't recall why I have multiple App ID prefixes. And I have no idea why this app is somehow tied to more than one of them.

What I've tried so far:
- Reset certs, profiles, clean build, etc. as instructed, multiple times.
- Google. Nothing shows up from Stencyl forums, and very, very little else from StackOverflow, Github, etc.
- Uninstalled Xcode. Deleted plist files. Reinstalled Xcode.
- I'm running Stencyl 3.3.2 b8734. Xcode 7.1 until current reinstall to 7.2.

I am at wit's end here. The answer may be right under my nose, but I don't see it. Any help?

Ludum Dare 33 / Moonbase Shootout
« on: August 22, 2015, 02:24:49 pm »
Inspired by Vlambeer games and the desire to shoot out windows on a moon base to help pass a level. The theme tie-in is going to be subtle, but cool if I do it right, and if I can make it to that part of the game.



UPDATE: It was looking for 1.5x images, which I had turned off. I need to test further to confirm, but so far it looks like that's what it was.

I'm trying to get Hue Ball to work on Android. I'm finding that it works perfectly on some devices but not at all on other devices.

- Works perfectly on Nexus 7 running 4.4.2
- Doesn't work on Samsung Galaxy Tab 3 running 4.4.2. It simply shows a black screen for 1 second, then closes out the game again. It is not registering any crashes or ANRs to my Google Play account.

It exports an APK file just fine. I'm running Stencyl 3.3.1 b8398, JDK 8.

For the moment it's available on the Google Play Store, if anyone would like to try it out there.

Logs attached, if it helps.


iPhone / iPad / Android / Hue Ball (iOS) (NOW ON ANDROID!)
« on: June 18, 2015, 07:30:36 am »
Hi all,

Hue Ball (formerly Colornundrum) is live on the iOS App Store.
UPDATE: Hue Ball is now in the Google Play Store.

Preview Trailer:
TouchArcade Blurb:
PocketGamer Blurb:

Let me know what you think. Any app store review would be super helpful. I've been working on this game on and off (mostly off) since last August. I feel very good about how it turned out.

UPDATE: It looks like it got featured in Best New Games in the App Store. I'm surprised, honestly.

Ask a Question / AMDeviceinstallApplication failed: ~402653058
« on: February 21, 2015, 03:49:57 pm »
I can test on my iPhone 6, iPhone 4, and iPad 2, but I can't test on my iPhone 5s. Here is the full error:

"Device -> Computer Version Mismatch
Your device's ios version must match your computer's ios version ("AMDeviceinstallApplication failed: ~402653058"

I have found similar "solved" threads in here:,32403.0.html

But in both cases, they refer to adding a profile to Xcode, but it doesn't work for me. The Xcode Organizer window is empty. When I double-click to install a provisioning profile, nothing happens in Xcode for the 5s.

I have a feeling something is not working correctly in Xcode. (6.1.1) I don't think my Organizer is supposed to be empty. It wasn't before I upgraded to 6.1. But I don't even know where to begin troubleshooting Xcode. It's like a jungle in there.

- I have deleted and recreated all certs and provisioning profiles
- I have tested all "versions" in Stencyl Settings > Mobile > Versions, from 8.1 to 5.1.1.
- iphone 5s 8.1.3
- Xcode 6.1
- Google comes up with practically nothing for "AMDeviceinstallApplication failed: ~402653058"

I get the below java error when I open any game in Stencyl 3.1 (b7918). Stencyl still seems to work OK, as far as I can tell. Anyone care to translate?

Unexpected problem on thread AWT-EventQueue-0: multiple points
java.lang.NumberFormatException: multiple points
   at sun.misc.FloatingDecimal.readJavaFormatString(
   at java.lang.Float.parseFloat(
   at java.awt.event.InvocationEvent.dispatch(
   at java.awt.EventQueue.dispatchEventImpl(
   at java.awt.EventQueue.access$400(
   at java.awt.EventQueue$
   at java.awt.EventQueue$
   at Method)
   at java.awt.EventQueue.dispatchEvent(
   at java.awt.EventDispatchThread.pumpOneEventForFilters(
   at java.awt.EventDispatchThread.pumpEventsForFilter(
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(
   at java.awt.EventDispatchThread.pumpEvents(
   at java.awt.EventDispatchThread.pumpEvents(

Game Art / Need a song edited for looping [Solved]
« on: January 12, 2015, 01:08:24 pm »
I have a song that needs to loop smoothly. Right now it has a short intro at the beginning and fades out at the end. Would it be too much trouble to ask one of you sound geniuses to edit it so it loops smoothly? Here is the track url:


Ask a Question / Fuzzy Graphics after upgrading from 3.1 to 3.2
« on: January 12, 2015, 09:54:32 am »
Below is screenshot of the same game before and after I upgraded to 3.2 (b8059). On the left you see that the circles are pretty crisp with no dirty outlines. On the right, you see the black outlines. I have tried a couple things to fix this, like re-importing graphics, cleaning them up from the games folder after importing, changing display settings from 4x to 2x, etc. Nothing seems to be working.

Any ideas?

I posted Lava Bird to Kongregate yesterday, and I'm not seeing the High Scores tab. It looks like the statistics API is implemented correctly, because I can see it working in the browser debugging console:

[Log] [Konduit] [Game→Service]: hello: {"client.ver":1,
[Log] [Konduit] [Game→Service]: stat.submit: {"stats":[{"value":20,“name”:"Score"}],

I've done this before and it didn't seem that difficult. My window to get out of the Kong abyss is closing fast. Any help?


Chit-Chat / Support GregAnims' "Still Not Dead" Steam Greenlight
« on: July 14, 2014, 09:27:20 am »
(Hopefully this isn't a repost, I didn't find any other posts about it)

If you don't know/remember GregAnims (Greg Sergeant), he's the genius behind Skullface, Making Monkeys, Demonic Dungeons, and more. In the past he was a big contributor on the forums and big proponent of Stencyl. He taught me a ton about game design, level design, and player psychology as I was designing Disposabot (which, by the way, has nearly 1 million plays), so I'm grateful to him for that.

He has moved on to Unity for most of his games, and now has a project up in Steam Greenlight. Watch the video and read the description, and vote YES. It looks like all of the fun elements of DayZ plus some GregAnims creativity packed into a nice little game.

Link: Still Not Dead

Journals / "Hue Ball" Turret Shooter Game
« on: June 21, 2014, 09:46:47 am »
UPDATE MAY 11: It's called Hue Ball and will be released on May 28th, I think. See my May 11 post below for details.

UPDATE JUNE 18: It's out for iOS:


A few years back, when I was playing around in GameSalad, and very new to game design, I designed a game called "Colornundrum" for iOS. I was never satisfied with the game I created—it contained way too many hacks and felt clunky—so I never published it. Then I dove into Flash games and Stencyl and forgot about it for a while.

UNTIL NOW. *cue dramatic music*

So now that Lava Bird for iOS is "complete," I'll begin working on this new game.

I've already created a dozen mockups, and have already tested out a few basic prototypes. It has a lot of potential, especially on mobile. Hopefully I'll keep this Game Journal updated regularly (definitely not daily or weekly) in order to help myself and possibly add to the community.

Gameplay details so far:
- Turret rotates back and forth (Google "Gimme Friction Baby" by Wouter Visser to see mechanic)
- Tap to shoot 'ball' in direction of turret
- Ball bounces around, hitting existing blocks and destroying them.
- When ball stops, it creates a new block.
- If ball hits bottom, you lose a life.
- Destroying n blocks earns a level up, giving you a point, but also increasing strength of existing blocks.
- Skulls are blocks that have not been hit for multiple level ups. They don't go away.
- Most of these elements listed above may change.

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