Really Bad Eggs OSX Demo

Here’s a preview release of the Mac version of Really Bad Eggs:

For those of you without a Mac, here’s a screenshot:

I’ve been debating what to do with the game when it’s finished. I can either:

  • Open-source it on BitBucket;
  • Release it via the Mac App Store;
  • Release it as freeware on this blog.

If I want to release it on the Mac App Store (which would be neat) I’ll need to sign up for the Mac Developer Program. That’ll cost me $99 that there’s little chance of recuperating. There are a couple of Puyo Puyo games on the store already for bargain prices. I haven’t tried them so I’ve no idea if they’re any good, but Really Bad Eggs would probably need to be free to get any downloads at all. I won’t put advertising in the game, so there’s no chance of making any money from it.

I’ll also need to replace the graphics and sounds. I haven’t been able to track down the original developers so can’t get their permission to use their assets. I’m sure they’re great people and would have no objection to me using them, but I’d rather not get the game pulled due to a copyright dispute. Fortunately I know a couple of great artists who have expressed an interest in helping to replace the graphics, so that’s not too much of a hassle.

Releasing it as freeware is much cheaper (it’s free). If I can get the game listed on something like MacUpdate it should get plenty of exposure.

The last option is to open-source it. As a huge fan of open source software I’d love to do this, but I’m loathe to supply a finished game that someone else can release via the App Store themselves.

Anyway, the game in its present state is playable but has no presentation screens. The CPU is set to its hardest level, and restarting a game requires the player to restart the application. It has a few improvements over the DS version:

  • The larger screen let me include the blocks at the bottom of the two grids;
  • The garbage egg landing animation is more effective;
  • Eggs drop off the bottom of the losing grid when a game ends;
  • It includes the original background graphic from the Amiga game rather than the truncated DS version;
  • The incoming garbage indicator is in the original Amiga position at the edge of the screen, rather than on a separate screen where it can’t easily be seen.

Have a play and let me know what you think. Controls are included in the readme.



Here’s another experiment with the Javascript canvas tag:

It’s a canvas tag version of everyone’s favourite old-school demo effect. It obviously requires the canvas tag, so anyone out there still persisting with IE, perhaps quixotically hoping that it will one day turn into a web browser, won’t be able to see it. It works very well in Safari (in OSX, at least), and Firefox does a reasonable job of it. Strangely, it’s faster in Safari on my hackintoshed netbook than it is on my 2.4GHz Thinkpad in Firefox.

The canvas tag code is a port of the latest Woopsi example - a fire demo that uses the SuperBitmap for output.


Cursors and Textboxes

The MultiLineTextBox now has cursor support. At present there’s no simple way to move the cursor up or down between rows, and it lacks the stylus support built into the standard TextBox. I’ll get around to that next. However, the cursor can easily be made to jump to different locations in the text, so supporting d-pad movement is simple. There’s still a lot of optimisation I could do, but I think I’ll leave that for later.

Download a demo here:


Cursor Test

Lastly, I’ve synced the OSX version with the standard version.