I Took a few minutes of Tony’s (Programmer of Mos Speedrun) time to give him a bit of a grilling about making Mos Speedrun, here it is! Q: What tech do you use for development? What software do you rely on? A: I normally do the bulk of development on my PC, it’s pretty fast with loads of memory and (most importantly) super-fast hard drives for quick compiling. I’ve also got an old-style Mac Mini for the iPhone/iPad development – Continue reading Programmer Interrogation→
We just released a small update to Mos Speedrun and it’s available now.This version has a new jump control option – you can select between “Single” and “bounce” modes. In bounce mode, you can hold the jump button down and Mos will continuously jump, in single mode, Mos needs to be on the ground when the jump button is pressed. A few people asked for this feature so we added it! Keep your comments and suggestions coming, we do take Continue reading Mos Speedrun v1.3 Released→
Here are some links to reviews of Mos Speedrun Slide To Play [100%]Game Pro [90%]Touch Arcade [80%]Pocket Gamer [80%]App Spy [80%]Gamer Limit [80%]Touch Gen [80%]
What’s New In Version 1.2 5 dastardly new stages with new game features Game center leaderboards for total level time Achievements now uploaded in the background Thanks for your continued support!
The first update to Mos Speedrun is now LIVE on the app store, here’s what we added:- iPad support (free if you already own the iPhone app!) – screen orientation changing- Improved D-Pad (adjustable on iPad) – 3 new Mos costumes to choose from! – Screen now rotates correctly for both orientations – Fastest time now shown on screen – Speedrun countdown bar onscreen – Web levels now cached and accessible from the main menu – Various bug fixes Please Continue reading Mos Speedrun Update V1.1 released!→
All of the levels we are shipping with have been created, we are testing and refining for difficulty now and will submit to the app store soon.An interesting feature we have added is the ability to launch the app from a weblink (or a qr code, 2d barcode thing) – this will launch the game with a downloaded level specific to the link, so we can easily add challenge levels without an app store release, also we can make custom Continue reading web levels→
This was pretty funny… We hadn’t finished making all of the levels yet but could still select a non-existant level in the stage select screen. The game still soldiered on and tried to display (probably using garbage that was in memory already) Didn’t crash though! From wikipedia:A kill screen is a stage or level in a video game (often an arcade game) that stops the player’s progress due to a programming error or design oversight. Rather than “ending” in a traditional sense, the game will crash, Continue reading Kill Screen→
Introducing Physmo’s new iPhone indie platformer, Mos Speedrun.Jump, dodge and race Mos, the colourful insect girl, through 20 stages of fast paced platforming action, coming to the small screen soon!THINGS:* 20 stages in the initial release, with more to follow.* Great 8bit graphics.* Multiple challenges per stage – time trial, completionist, and hidden skulls.* Many, many replay ghosts on screen (looks awesome but can be turned off).* Awesome chiptune soundtrack by Je Mappelle* Fast paced, responsive gameplay. Accurate game physics and Continue reading Mos Speedrun details→
Here is the stage select screen, mockup and (almost) final. We dropped the big star that was meant to represent getting all of the badges on a level and made the individual badges more specific to the tasks completed. The background now animates and looks pretty cool!
We’ve just released a preview video of our new game, Mos Speedrun.