Ferries HD

by Thomas Busse
TexturePacker ShowRoom Ferries HD TexturePacker ShowRoom Ferries HD TexturePacker ShowRoom Ferries HD TexturePacker ShowRoom Ferries HD TexturePacker ShowRoom Ferries HD


You control a fleet of ferries. Direct your ships to load and unload freights or passengers in the right harbors. Start with a few ferries and earn more over time.

Hurry up to satisfy your customers otherwise they will get angry and close the landing places. Other ships are crossing and interfering with your ferries. Move them out of the way and try not to lose control...

"Ferries HD" includes one completely free map, the "Three Shores".

Three more maps are available for trial and in-app purchase:

  • "Underwater" - A difficult one. You have to move the aquanauts with your submarines from cave to cave. Meanwhile ships drop depth bombs. You can sink the ships with your torpedoes.
  • "Caribbean Island" - A beautiful Island surrounded by 4 shores. Move the passengers to the landing places and avoid crashes with the passing ships.
  • "Two Passages" - An easy one to recover. A train passes by dropping special points to collect.

Other features:

  • Online leaderboards, Game Center support
  • Twitter integration: twitter your newest high score
  • Pause game at any time
  • Two different game speeds: normal and fast
  • "Revivers" to continue a game after a crash
  • Checkpoints which store the game level

"Get the ultimate fun of ferrying with Ferries HD" – iPhoneFootPrint - 4.5/5 Stars

"Ferries HD comes with flawless animation and amazing sound effects" - AlphaDigits - Rating: 9/10

How did TexturePacker help you with your development?

99% of the game graphics & sprites have been created with Blender. To efficiently pack those graphics and to improve load times they have been put into sprite sheets.

What are your favorite TexturePacker features?

  • Easy to use.
  • command line option. (this was the main reason for me to switch to Texture Packer). This allows to integrate TexturePacker into the build process.

How did PhysicsEditor help with your development?

I used the PhysicsEditor (PES) not for "normal" collision detection but in slightly different way. I used it as a tool to draw the shapes around sprites, wrote my own exporter and used the resulting polygons in my program. These polygons have been created for the coast/land and as well for the subs. I then used my own algorithm for collision detection.

What are your favorite PhysicsEditor features?

  • exporting via own exporter scripts

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