Tag Archives: iOS

Blowfish Meets Meteor: On Sale Now!

On Sale Now! Blowfish Meets Meteor!

Blowfish Meets Meteor: Available Now

Well, what are you waiting for? Blowfish Meets Meteor is in the iOS store and on sale now! If you want over 60 levels of action, puzzle, block-breaking, and huge bosses, grab it on your iOS device today! The game is currently $1.00 off to celebrate the initial release.

This game has been years in the making and I am proud to say that Binary Solo helped ship it. Help us get to the top of the charts by downloading the game, reviewing it, and spreading the word. The game is an absolute blast and keeps layering new and interesting elements into the mix. It contains bonus challenges for each level.

Blowfish Meets Meteor: The Art

Guest post: Muir Freeland of Sky Tyrannosaur.

The style of Blowfish Meets Meteor was largely inspired by a single concept sketch of the Diver, quickly drawn up by a friend, Jared, in the early stages of the game’s development. I thought the playfully large, rounded heads would be well suited for the iPhone screen since it created simple shapes and silhouettes that were instantly recognizable even at a small scale, with the added bonus of lending an exaggerated level of goofiness to the game and its characters. The titular Blowfish, for example, is basically an inflated circle with fins looking anxiously like it could pop at any moment. From there, I animated the sprites, starting with the giant krill-spewing humpback whale (why not?). Everything was animated frame-by-frame in Photoshop as we wanted the animations to feel smooth and fluid but still maintain the edginess of traditional animation, so we avoided employing time-saving tactics like tweening that can give them an unnatural, computerized feel. It was a lot of work (the Diver alone, for instance, has roughly 300 frames of animation) but I feel it paid off!
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Blowfish Meets Meteor: The Prototype

Guest post: Muir Freeland of Sky Tyrannosaur.

Before Blowfish Meets Meteor had mermaids, before it had piranhas, before it had Divers or glass-dome houses – before it had puzzles or powerups or worlds or anything resembling interesting level design – it had blocks. Lots and lots of blocks. And some photos I took at the aquarium. Experience the very first pre-pre-prototype of something that would eventually resemble Blowfish Meets Meteor, and be glad that the end product evolved as much as it did.
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Blowfish Meets Meteor: The Code

“It’s a simple game.” – Muir Freeland, Founder of Sky Tyrannosaur.

I remember about two or three years ago when I first helped Muir begin Blowfish Meets Meteor. It was to be a simple game that shouldn’t take too long. Three months, if I remember correctly. I advised on how to break blocks, helped set up the first prototype, and recommended a few books to continue learning the craft. (The craft being programming, of course!) I kept up and answered many questions. Imagine my surprise, years later to hear that he wanted some help programming. The game’s design had gone from simple block breaker to 60 levels, unique mechanics in each world, and boss fights that filled the screen.
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