Mobile Wind – Users want features, you want functionality

November 22nd, 2010

Wind effects bullets over long distances. In our most recent game Snipe we decided that after the user has progressed far enough into the game they would be able to start testing their abilities in windy situations. At first this seemed like an easy answer -add arrows, generate wind, and let the user figure it out. Then the frustration took hold. Our beta testers hated wind! The complexity of judging wind became just that -too complex. At this point we have begun to realize a solid pattern, mobile games require mobile functionality.

Wind can come from all directions, likewise it can also move a bullet in all directions. It can help a bullet move in its current vector, or move it off target by inches. Users typically can not handle too much information on the fly, and don’t have fun when it gets too complex. Which of course dawned on us when the beta testers started using this new three dimensional element. How do you incorporate such a realistic item, without all the realism? Mobile wind became the base of all our new features. User’s liked having a new dynamic added to the game, but could not handle all the dynamics associated with the element.

From 3d to 2d we turned wind into a simple left and right issue. Wind can come from the right of the screen, the left, or not exist at all. This enabled the user to start learning a new process without the complications of learning the whole process. We encourage all of you who read this information to apply this thought process to your own mobile applications. It’s not a mobile app unless the features therein are mobile themselves.

An Overnight Sensation – Snipe for Android

November 16th, 2010

It looks like we have finally done it. Our newest addition to the Android community has people from all over the world shooting each other. Snipe is a social shooting game much like the interactive games found across the Facebook platform. Play against real players or the Snipe Bot, and earn money for killing your opponent before he kills you. Buy new weapons, gear, armor, and training to become the best sniper possible. As you build your kill count, earn higher ranks and unlock higher paying levels. More on Snipe…

The Backend: Snipe is hitting download counts we have never seen before, more so than any game we have ever made. We have released several versions of the trial version to test which platforms best utilize and run the game, as well as test our newest advertisement partner, InMobi. Thus far we have been more than impressed with their support and integration. Although their SDK is a little more complicated to integrate than AdMob’s, the advertisements and controls InMobi runs are more superior than AdMob’s. Our favorite feature is seeing which ads are in queue for your App.

Although it hasn’t even been 24 hours, we are certain Snipe is going to continue to grow. The Android community has been more than positive about the addition to the platform. Roboconn will now start to focus on making Snipe less resource intensive so lower end devices can have a taste of the action.

Two Weeks In Android – Current Status of Roboconn

October 28th, 2010

Since the release of Zombie Defense, we have accumulated over +20,000 downloads, +500,000 advertisement servings, and sold hundreds of copies. We are planning on extending our market to the Archos tablet family, as well as several other Android market places around the world. Numerous Ad and SDK agencies have contacted us asking for a piece of future application releases. Our reception to the market has certainly been positive.

Roboconn is sticking with Android. The community is excellent, and has been nothing but supportive in our growth. We have already begun drawing up our next application, and plan on entering beta within the month of November. Be excited, we certainly are.

Go Android!

Our First Android Game, Zombie Defense

October 11th, 2010

Its been a long haul, but we’ve finally made it to market with our first major Android application, Zombie Defense! To find out more about this game, click here.

We have taken the time to learn a couple things along the way, and would like to take this time to inform on what we’ve learned and plan on implementing the next time around.

First, Android 1.5 is a great API to develop your applications on if you plan on reaching all Android devices available today. However, it will create some issues down the line. Pixel densities are not a part of the Android 1.5 API, and when incorporated in 1.6 and up give your applications much better appearances. Twice as high resolution in most cases. We learned this crucial bit of information after having our graphics designed and developed. In some arenas like Zombie Defense, a tower defense game, we had a ton of bitmaps and sprites. Going to a higher density would effectively double the size  of our graphics library, overloading and potentially crashing some of the older slower devices.

Second, when developing a game for different phones make sure you understand the differences in speed between phone models before laying down crucial code. I adopted a model of dual thread scheduling, where a draw thread ran every 10 milliseconds and the processing thread every 70 ms. This method let me choke processing universally across all devices so sprites didn’t appear to run fast on one device and slow on another.

Third, and it hasn’t been done too much on the Android front, integrate with Facebook. When a user signs in via Facebook for the first time a wall post shows that user’s friends about Zombie Defense. Free publicity is always a plus.

Forth, learn how to make bullet proof web services. That way you can track user scores and global rankings. Android has a built in Json library and it is very handy.

Lastly, if you have a free and paid app, maintain both versions in one set of code with a global identifier that turns off ads and other limiting features. This will make deployment much easier in the long run. Just copy finalized code when done, do a search and replace of your package name, re-import and build.

Can’t wait to start working on the next Roboconn game! We’ve already got a couple ideas in mind, so stay tuned!

Roboconn’s CEO interview with MobiHand

December 11th, 2009

Ever since the release of BubbleChain, Roboconn has been getting a lot of recognition for releasing a fun free application. We would like to thank Mobihand for partnering with us to sell and distribute our applications. Check it out

Roboconn featured in this week’s app roundup, Crackberry.com.

December 11th, 2009


BubbleChain is a hit! We are hitting over a couple thousand uses a day!
Check Out The Article

New Free Game For Storm 1 & 2

November 30th, 2009

BubbleChain is now here! Roboconn is looking for a sponsor, please email us if you are interested! rt@roboconn.com.

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Sneak Peak – New Arcade Style Touch Game Coming Soon!

July 21st, 2009

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Here is a sneak peak at a new game Robert has been working on. It actually started out completly different. As the development continues this game becomes more and more feature entriched. Robert told me yesterday, “The game’s backend is pretty much complete, now all that needs to be incorporated is gaphics, weapon powerups, and more obstacles.” Anywho, I had a chance to play around with the interface today on Robert’s testing device and the control interface is really fun -definently more challenging as the levels progress. Reminds me of a game I used to play in arcades long ago. Robert plans on entering beta within the month.

-Kristen S. (VP Marketing, Roboconn)

BBTanks – Crackberry.com’s App Roundup

July 21st, 2009

Yet another good reveiw on Crackberry.com! We worked hard developing and testing this app, and really enjoyed bringing it to the Blackberry. With each new app comes a new set of challenges to overcome, it has most certainly been a great learning experience.


17 Jul 2009 01:07 by James Falconer

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Remember the game ‘Scorched Earth‘? That’s exactly what this game is, built for play on the BlackBerry Storm. Play as a single player vs. the computer, or play in multiplayer action. Select from one of many weapons, adjust your gun, adjust the power of your shot, and fire away at your opponent. Controls are ultra-easy, and gameplay is simple yet fun.

BBTanks is available right now for $2.99 at MobiHand. However, developer Robert Timm was good enough to give me 100 promo codes for $2 off! Simply use coupon code ‘tankberry’ to pick this one up for $0.99. Pick up your copy at MobiHand.

Thanks Robert!
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Storm Lander – Hosted on the homepage of Crackberry.com

July 11th, 2009

Although we can’t say we didn’t deserve it, our first game to incorporate touch controls and interactive play has hit it big with the Crackberry Community. (See story below)


19 Jun 2009 10:01 by Adam Zeis

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This isn’t one of the most revolutionary games (or the prettiest), but it is still insanely fun and a great time killer. Storm Lander is based on the DOS game Lunar Lander. The object is to guide your ship to the designated landing area on different planets and terrains. Each level has variable terrain and gravity, and there are cool crash effects as well as two game modes. If you’re looking for a fun game to keep you busy, check out Storm Lander at ShopCrackBerry.com for only $1.99.


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