StreetSoccer

Streetsoccer AppIcon

StreetSoccer for iPhone/iPod/iPad is based on the original 2-player board game by Cwali. In StreetSoccer, both players each coach a team of 5 members in a fast-paced 25min soccer match. The goal is of course to score the most points in that time.

At the beginning of his turn, the player roles a six-sided die that decides how many movement points that player has available for his move. He picks a single team member and moves him horizontally and vertically, each field costing one point. When a team member reaches the field the ball is on, he cannot be moved any further and instead the ball is moved in any direction, horizontally, vertically or diagonally. Again, each field the ball travels costs one point. However, the ball must continue in the direction the team member has shot it and is only allowed to do a single 45 degree turn in its movement.

Whenever a team member reaches the ball or vice versa, the player gains another movement point. So by clever positioning of the team members and passing between them, the ball can reach much further than just based on the die value. In fact, if all team members are placed optimally and six is rolled, your goalie can score a goal from right in front of his own goal. Keep in mind that each turn, you can only move a single team member and only up to the point he reaches the ball. So running to the side lines in order to play the ball can actually result in turns and turns of that player sticking in the wrong place until you sacrifice a turn to get him back to a better position.

What makes StreetSoccer special is the way it has been balanced and refined over years of development. There is still a very active community playing tournaments, years after the game has first been published. And if you think that it all just comes down to how lucky you are with the die, go play against one of the masters of this game. You are in for a surprise in tactics and strategy.

This game is still in development and will hopefully be released very soon. Check out our Blog for status updates and interesting tid bits. For more detailed information, status and progress, head over to the development preview.

My Favorite Recipes

Recipes AppIcon

My Favorite Recipes was created out of a personal need for an App to host our own recipes. Started as Alex's very first project when the original iPhone SDK came out, it took over a year of spare time to finish, largely due to the polish spent into the user interface. It may not visually be the most unique app but separates itself from others by its functionality and efficiency.

Most recipe apps in the AppStore work like a recipe book. They come with hundreds or thousands of recipes pre-stocked but won't allow you to edit them or even add your own recipes. What this app does instead is to give you three example recipes as a starter and all the means to enter and manage your own selection of recipes. At the core are a set of powerful importers for the formats Mealmaster, MXP, CookML and Rezkonv. This allows you to use various desktop programs to create your recipes, send them to your iPhone via email and import them. There are also a lot of sites on the internet that offer their recipes in one of those formats in case you are craving for something new. Or share recipes with your friends by exporting them and sending them via email.

Recipes has been available in the AppStore for quite a while now and has seen multiple feature and maintenance updates. It was previous to version 1.3.0 known as Athenstean's Recipes. This App is stable and therefore runs in "maintenance mode", focusing on bug fixes or minor additions. From time to time, we add new features just to serve our fans. Development of an iPad version was started a while ago but due to a lack of time is currently on hold. Recipes has it's own dedicated page here.

Monkey Dash

MonkeyDash AppIcon

Monkey Dash is a fun little 2-player board game in which each player tries to get his pet monkey out of the banana warehouse. The problem is the spoilt little beasts do not want to run over the ground but only over banana crates. It is your goal to push crates around with your supervisor and get your monkey to your loading bay before the opponent does so. The problem of course is that both players use the same crates but go into total different directons.

Monkey Dash is roughly 70-80% ready but has not been worked on for a year. It is a lesson in "get your paper work together before committing to a project since contact with the author of the original board game was lost and we therefore cannot put this game into the AppStore although a number of people have comment on how nice the user interface is. Hopefully we'll be able to pick this up again in the near future. Anyway, go check out Monkey Dash the board game, it's pretty cool.

Framework

Framework Icon

Framework is the project name for a 3D development environment that Alex started shortly after his diploma thesis. The idea was to write a simple UI and scenegraph that allowed him to implement scientific papers and gain experience with various computer graphics algorithms like LSCM unwrapping or NURBS tessellation.

Currently the feature list includes:

  • Polygon hole filling
  • Variational Shape Approximation and Quadric Based Simplification
  • Mesh Segmentation: D-Charts, LSCM, Sharp Edge, Tensor Analysis
  • A still experimental NURBS tessellator
  • JT file format import (written from scratch based on the JT Open specification
  • Rhino 3D, OFF, PLY and STEP file format import
  • SubD algorithms
  • LSCM unwrapping
  • Space navigator support
  • Various curvature computation algorithms and visualizations
  • Yafaray external raytracer integration
  • ...

Framework is written based on Qt 4 and developed under Mac OS X, but we want to port it to Visual Studio since that's where the target audience is. The NURBS tessellator still needs some work and there are various algorithms that we would like to try out. However, the main task at the moment is to clean up the hacked user interface and scene graph. At the moment, everything is put together by a lot of glue code that would have to be refactored if this application should have a chance to grow into a mature product. Development on Framework will most likely be picked up again once StreetSoccer development is complete.

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