Attack of the Dust Bunnies now in the AppStore
by Geoff Rowland · in iTorque 2D · 07/06/2009 (6:20 am) · 17 replies
Attack of the Dust Bunnies, developed by Blue Omega Mobile and powered by iTGB, is now available in the AppStore for the low price of $2.99. Thanks to everyone from GG and the forums for help along the way.
"Attack of the Dust Bunnies is a humorous, fast-paced arcade shooter where cleaning day is the last line of defense against a horde of rampaging dust bunnies bent on household domination. Take the fight under the bed, behind the sofa, and out into the garage with the latest military hardware refurbished into handy household cleaning supplies."
Attack of the Dust Bunnies iTunes AppStore Link
Attack of the Dust Bunnies YouTube footage (uploaded by a random person, official footage should be up later today sometime)
"Attack of the Dust Bunnies is a humorous, fast-paced arcade shooter where cleaning day is the last line of defense against a horde of rampaging dust bunnies bent on household domination. Take the fight under the bed, behind the sofa, and out into the garage with the latest military hardware refurbished into handy household cleaning supplies."
Attack of the Dust Bunnies iTunes AppStore Link
Attack of the Dust Bunnies YouTube footage (uploaded by a random person, official footage should be up later today sometime)
About the author
Recent Threads
#2
One question, on the YouTube video, you have the company logo with the iTGB logo on the same page. Is that allowed? It will definitely help to reduce the loading / waiting time for the player.
Hope your game does well.
Thanks,
Mike.
07/07/2009 (10:19 am)
I really like the graphical style of your game. It has a really nice children’s illustrated book feel to it which I hope will help to draw in the customers for you.One question, on the YouTube video, you have the company logo with the iTGB logo on the same page. Is that allowed? It will definitely help to reduce the loading / waiting time for the player.
Hope your game does well.
Thanks,
Mike.
#3
I've seen that in various cases in the past, I think one of the main requirements for it is that the immediate area of the logo (colors for logo and background etc) are kept as they are.
As for the game: Looks fun :)
But from what I saw in the video, the game slightly suffers from the "every few second hickup" too, is that possible?
07/07/2009 (3:22 pm)
You need to contact GG on that, optimally with the intend logo.I've seen that in various cases in the past, I think one of the main requirements for it is that the immediate area of the logo (colors for logo and background etc) are kept as they are.
As for the game: Looks fun :)
But from what I saw in the video, the game slightly suffers from the "every few second hickup" too, is that possible?
#4
And if you haven't seen it already, there is a Garage Games developer interview up: www.garagegames.com/community/blogs/view/17951/
07/29/2009 (11:01 am)
Attack of the Dust Bunnies is now on sale for .99!And if you haven't seen it already, there is a Garage Games developer interview up: www.garagegames.com/community/blogs/view/17951/
#5
edit: i love the art style, i wish you great success. although the gameplay seems a bit too simplistic for my tastes, it's a perfect fit for a mobile platform (gaming in bursts.) by the way, i noticed the player trying to pinch the screen to zoom in and out-- and nothing happened .. . that made me depressed a little bit, knowing that true touch integration hasn't been taken care of by GG .. .
07/29/2009 (8:27 pm)
oh my god that guy looks like a cross between billy mays and that shamwow dude!!!!!! i'm trippin right now!!!!edit: i love the art style, i wish you great success. although the gameplay seems a bit too simplistic for my tastes, it's a perfect fit for a mobile platform (gaming in bursts.) by the way, i noticed the player trying to pinch the screen to zoom in and out-- and nothing happened .. . that made me depressed a little bit, knowing that true touch integration hasn't been taken care of by GG .. .
#6
07/30/2009 (9:52 am)
@Ronald: Torque should be able to handle the pinch zoom in and out approach. The place I work for developed an iphone game using torque before I started working there which has the touch integration you were talking about. You can pinch the screen to zoom in and zoom out. I don't how how exactly it was implemented but I'm pretty sure it can be done. The game is called aMazing Journey Through Time if you want to check it out.
#7
You might need to search around the forum, I want to say that someone has even posted a resource for pinch and zoom, although I could be wrong.
07/30/2009 (10:32 am)
yeah, you can handle pinch and zoom, you just need to code it yourself. Thanks to having access to the source code, if something isn't in the engine that you desire, you can easily add it yourself.You might need to search around the forum, I want to say that someone has even posted a resource for pinch and zoom, although I could be wrong.
#8
07/30/2009 (10:47 am)
sure, zoom via pinch could be implemented using math to determine if the change in delta is fast enough and in what direction, with the onIphoneTouch function set, but it's not as ready-to-go and hard coded as the mouse functions .. .
#9
although a 50 cent rebate would be nice .. . i'm joking obviously
although i am curious to know how rigorous was your usage of GUIs (having said they have a high latency.) was the loading screen a .t2d level as well? what about the pause menu, considering it fades in and out of transparency?
EDIT: nevermind, the fading in and out of the pause menu was only my imagination
07/30/2009 (1:25 pm)
i just bought a copy, just in time while it was still priced at 99 cents. :)although a 50 cent rebate would be nice .. . i'm joking obviously

although i am curious to know how rigorous was your usage of GUIs (having said they have a high latency.) was the loading screen a .t2d level as well? what about the pause menu, considering it fades in and out of transparency?
EDIT: nevermind, the fading in and out of the pause menu was only my imagination
#10
07/30/2009 (1:42 pm)
the latency we had was only in the main menu system when we were using the GUI for that - the ingame HUD is all GUI and the loading bar is a GUI control. The main reason we switched to using a t2level for the Main Menu was to get rid of the 'latency' (user could click a button and there would be a short delay before the button action would begin) and because we wanted to have animated menus, which we created using behaviors.
#11
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=325824558&...
it clocks in at 10.9 MB, which is strange since when I submitted it to the appstore it was under 10mb compressed. I am going to try to remove a few more objects to see if I can get it under 10mb so people can download it 'over the air'.
08/08/2009 (10:59 am)
FYI, there is now a lite (free) version in the store containing 1 level from the full game:http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=325824558&...
it clocks in at 10.9 MB, which is strange since when I submitted it to the appstore it was under 10mb compressed. I am going to try to remove a few more objects to see if I can get it under 10mb so people can download it 'over the air'.
#12
I had this problem too. Starcassonne came in at 10.2MB... which is odd, since it had a smaller zip than Mini Shogi when I uploaded it. And Mini Shogi is listed at 9.5MB. So there's definitely something wacky with how Apple is compressing things.
08/08/2009 (12:10 pm)
Quote:
it clocks in at 10.9 MB, which is strange since when I submitted it to the appstore it was under 10mb compressed
I had this problem too. Starcassonne came in at 10.2MB... which is odd, since it had a smaller zip than Mini Shogi when I uploaded it. And Mini Shogi is listed at 9.5MB. So there's definitely something wacky with how Apple is compressing things.
#13
08/13/2009 (7:48 am)
magically - Attack of the Dust Bunnies has been listed in the 'What's Hot' section of iTunes (under the Games category, not under the general AppStore category) - this has drastically increased sales for us, which has been great.
#14
08/13/2009 (8:42 am)
That's great news! I'm still hoping my game can featured somehow. I'm spreading all the love on as many Trek sites and twittering Trek fans for Archangel.
#16
12/21/2009 (2:41 am)
Looks sweet. I'm gonna go dl it. It makes my game look amateur :( though I'm a one man operation. Out of curiosity, how many people worked on it? I should be submitting my game, Maze Craze, to apple in the next couple days.
#17
http://itunes.apple.com/us/app/attack-dust-bunnies-lite/id325824558?mt=8
Over the course of the project, we maybe had 14 different people working on it over the course of the project, but this includes producers, marketing people, and managers - and a lot of the work was making engine changes to better suit our pipeline as well as a few games that did not get released.
12/21/2009 (11:20 am)
cool thanks! I just updated the LITE (free) version - which brought the file size down to under 10mb, which means you can download it without being connect to a WiFi network - http://itunes.apple.com/us/app/attack-dust-bunnies-lite/id325824558?mt=8
Over the course of the project, we maybe had 14 different people working on it over the course of the project, but this includes producers, marketing people, and managers - and a lot of the work was making engine changes to better suit our pipeline as well as a few games that did not get released.
Torque 3D Owner Brett Seyler
Default Studio Name