Game Icon for Inba

Inbaby Summertime Medialab

Description

Stack geometric shapes with precision and speed in Inba!

Inba is a physics-based game of problem-solving where you must quickly stack all of the shapes in your inventory without letting them falling off the screen. Stack your shapes on a variety of challenging surfaces in Inba's whimsical world of fabric and stitched cloth. Speed and accuracy will be required to conquer the game's 30+ brain-straining levels with the ultimate 3-STAR ACHIEVEMENT! (more levels and features coming real soon!)

How did TexturePacker help you with your development?

Inba uses 2 Texture Atlases. One for the highres Retina Textures and one for the older iOS Devices. It was a matter of a few clicks to save out low- or highres versions. Also the preset for Starling came in very handy!

What are your favorite TexturePacker features?

I love that you can just drag and drop a Folder and TexturePacker will align all the Textures automaticly. The Algorithm's are cool and the Power of 2 Feature made it so easy to align all those Textures. Well, the Software aligns them for me. Awesome!

How did PhysicsEditor help with your development?

Most of the Objects you have to stack in this game are a bit more complicated than a simple Rectangle. I used PhysicsEditor to trace the borders of an Object and then manually aligned some vertices. It's so easy, even my Grandma could do it!

What are your favorite PhysicsEditor features?

I was using Nape for the Physics in the Game and the fact you can export a file wich Nape can read, just wow! It made my life so easy. I also love the "Shape tracer" Feature. It's a good starting point for complicated Shapes. Fliping the Vertices horizontaly and verticaly was very useful for some of the Shapes in the Game.

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

The Objects in Inba have a white border arround them, wich made it a bit hard to see where the border is (on a white Background). I just inverted the colors of the Shapes in Photoshop and i was then able to exactly match the borders in PhysicsEditor.





Legal notice: The content on this page was submitted by Pascal Zirn - who is responsible for the text, images and links.