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Slanforce is a simple 2.5D space game for Android™, Apple® iOS and BlackBerry® 10 devices. The goal is to navigate a space ship from the starting point, collect eventual objects and land on the exit tile. A score is calculated based on the amount of energy used. Using less energy generates a higher score. There are several obstacles that will make levels and game play varying and fun. For example: enemies (two different fire rates), elecric beams, gravity wells (both attracting and repelling), refuel tiles and levels with reverse gravity. Slanforce currently features 30 levels with more to be added shortly.
Your score on each level is uploaded to this site (if network access is available). To identify your device among others, please register your device and associate it with a custom name. All unidentified players are labeled as 'Unknown player' until associated with a proper device ID. You can change your name at any time by re-registering.
Slanforce is free and available on Google Play™, Apple App Store™ and BlackBerry App World™
Version 1.2.0 (buildId/versionCode 7) - 2014-06-02
Initial iOS release
Not released for BlackBerry and Android
Version 1.1.0 (buildId/versionCode 6) - 2014-05-16
Online high scores are now visible inside the game
Information about score difference to your personal/local and the online high score is shown at level completion
The setting for sound on/off is persisted across restarts
Updated a few in-game sounds
Fixed a few minor bugs
Version 1.0.1 (buildId/versionCode 4) - 2014-05-09
Basic in-game information is added to a few levels (level 1, 5 and 6) to clarify the goal of the game
The ship is now visible in level overview
Various stability and graphical fixes
Version 1.0.0 (buildId/versionCode 3) - 2014-05-06
Initial release for both Andorid and BlackBerry
The following software/libraries/assets was used in the creation of Slanforce.
The code base is mainly C++ compiled natively for the respective platform. No app/game framework is used - everything is written from scratch. Around 90% of the code is shared across all targets, with a few platform dependent parts for lifecycle and asset management (Java on Android, Objective-C for iOS).
Texture loading is handled by SOIL on Android, libimg on BlackBerry 10 and Core Graphics in iOS
OpenGL ES 2.0 is used for rendering
libCurl is used for the web server communication (cross compiled for all platforms)
TinyXML is used to parse XML files (cross compiled for all platforms)
glm is used for all 3D math
A comprehensive list of used graphical and sound assets can be seen here
Test devices during development: Nexus 7, Sony Xperia Miro, Z10, Q10, iPhone 4S