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A Squeakyduck Design product
by GrahamK on February 03, 2011, 04:21:00 AM

A challenging update of a classic puzzle.

Simply flip each of the tiles to make all of them blue.
Well, I say simple. It would be apart from the fact that each tile you flip will effect other tiles around it.

40 Levels of increasingly difficult puzzles.

Now available for :
iPhone / iPod Touch / iPad

Available soon for :
Windows Mobile 7

So, Why is this on the Cobrabytes site ?
Well, this is the first release in quite a while from SqueakyDuck Design, and our first release on the iPhone.
Specific relevance to Cobra, is that it uses a prototype version of the Cobra2D engine, ported over to XNA and (via the magic that  is Monotouch, and the XNAtouch development) then onto the iPhone.
While it is unlikely that this will port right over to Android (waiting to see how good Monodroid is), signs are good for Windows 7 Mobile. I am also pondering XBLA, but not really done much work with that at present.

Update 22/02/2011
Perplxt (and therefore the Cobra2D engine), is now running nicely on Windows Phone 7...
Onwards to the Android edition.

Update 12/03/2011
WP7 version is now in test with Microsoft (first pass failed, more down to a couple of daft mistakes on my part with the game rather than the engine)..

Perplxt (and therefore the Cobra2D engine), is now running nicely on Android, here are a few screenshots of it running on my Dell streak, some more testing on smaller screen devices underway before publication, but in terms of a single 2d engine for the 3 major mobile platforms.. I'm quite pleased with how well Cobra 2D is working... OSX port is last on the list (sorry, no blackberry or WebOs plans at present).

A windows version will be released soon, written in Cobra (of course!).
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by GrahamK on January 04, 2011, 04:00:00 PM
Please Note:
Due to the high level of spam registrations I am starting to receive, I have had to switch the forum to require approval before your account becomes active.
In addition, registrations which use a temporary or disposable email address service (e.g. Mailinator) will not be approved.

Sorry for having to impose these restrictions.
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by GrahamK on February 05, 2009, 04:33:00 AM
First tests of the next major feature for Cobra3D, Bullet physics integration.
This demo has 1000 textured cubes dropping to the ground, with shadows.
It's a simple enough demo, and probably not the fastest it can go as I'm manually aligning the cubes to the physics objects in the cobra code. The final version will do this automagically, in the same way as 2d sprites are controlled directly by the 2d Physics engine.

Second one....
I must get a better video capture program, the one I have does slow things down too much.... It's a lot smoother as an exe.
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by GrahamK on January 20, 2009, 03:03:53 AM
An online version of the Cobra documentation is now available on the site (here) or via the menu on the right.
It is still very much 'work in progress', and will be updated regularly as well as (hopefully) including some search facilities.
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