Game Icon for Bricks Trouble Origins

Bricks Trouble Originsby 2P Games

Description

Bricks Trouble Origins is a simple and innovative game from 2P Games. Player controls small ship using accelerometer controls and one touch for shooting/acceleration. His objective is to form full rectangles and squares out of uneven figures made of mysterious bricks. Game picks up the pace the longer player stays alive. It’s an endurance game which puts player’s skills and reactions to the toughest of tests.

Story:

Space has been polluted with mysterious bricks formed into uneven figures. Having Orion space ship at your disposal, help Jed to clean up this giant galactic mess by making full rectangles and squares out of them. Where did those bricks come from…? Why they're in space...? No one knows… The only thing that matters now is to protect the Universe, are you up to the task!? Act now before it's too late!

How did TexturePacker help you with your development?

TexturePacker is a great tool and I can't imagine working without it. It helped me to reduce number of textures that my game needed to load saving a lot of memory in the process. Thanks!

What are your favorite TexturePacker features?

Ability to pack lot of sprites into one texture. I've used other tools and none had the same efficiency when it comes to layout algorithm. Changing image format and dithering are also precioussssss to me :).

How did PhysicsEditor help with your development?

All game objects in my game are physics objects. PhysicsEditor allowed me to easily configure their body shapes, collision regions and collision masks. Great tool!

What are your favorite PhysicsEditor features?

Shape tracer is a great feature which saves a lot of time when it comes to drawing body shapes of game objects. I also like fixture parameters section where I can define categories and masks for given shape region. Very simple and intuitive tool - thanks!

Any tips and tricks you want to share with the community?

Using texture format and dithering in TexturePacker can help you drastically reduce texture's memory footprint. Changing texture format from RGBA8888 to RGBA4444 and fiddling with dithering option can make texture with 4bpp look nearly the same as with 8bpp additionally reducing memory footprint by 50%.



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