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	<title>Lemon Team&#039;s blog</title>
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	<link>http://www.lemonteam.com/blog</link>
	<description>PC/Mac, iOS, Android and Windows Phone game development and porting</description>
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		<title>Including Ads in your mobile games</title>
		<link>http://www.lemonteam.com/blog/2012/04/including-ads-in-your-mobile-games/</link>
		<comments>http://www.lemonteam.com/blog/2012/04/including-ads-in-your-mobile-games/#comments</comments>
		<pubDate>Wed, 25 Apr 2012 19:32:32 +0000</pubDate>
		<dc:creator>Miki</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game development]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=568</guid>
		<description><![CDATA[A couple of weeks ago we released Airport Mania: First Flight XP for free. It has passed &#8220;ages&#8221; since the original release, so Reflexive Entertainment (the copyright owner) decided that it might be a perfect time to let it go free for everyone :-) Taking advantage of the situation they thought it could be a [...]]]></description>
			<content:encoded><![CDATA[<p>A couple of weeks ago we released <a href="http://itunes.apple.com/us/app/airport-mania-first-flight/id393889949?mt=8" target="_blank">Airport Mania: First Flight XP for free</a>. It has passed &#8220;ages&#8221; since the original release, so Reflexive Entertainment (the copyright owner) decided that it might be a perfect time to let it go free for everyone :-) Taking advantage of the situation they thought it could be a great opportunity to get in touch with &#8220;in-game advertising&#8221;. In the end, people would decide whether it would be better playing for free + ads or just the original experience for one buck.</p>
<p>So we as developers had to think how to integrate the ads into the game. There was several assumptions to be considered:</p>
<ol>
<li>Between each level we should show a screen with 2 ads simultaneously, a small banner at the top plus another bigger on the middle of the screen. The bottom side would be reserved for a Continue/Resume button. It was important (not critical though) that users had to wait X seconds on this screen, or what it is the same, do not allow them to skip the ads. We shouldn&#8217;t be naive at this point because although the main goal consisted in experimenting with in-game advertising, earning some coins out of the ad prints was also in everybody&#8217;s mind. The following screenshot shows what I tried to explain:<br />
<a href="http://www.lemonteam.com/blog/wp-content/uploads/2012/04/amxp_ads.jpg"><img class="wp-image-569 alignnone" title="Advertising Screen" src="http://www.lemonteam.com/blog/wp-content/uploads/2012/04/amxp_ads.jpg" alt="" width="346" height="230" /></a></li>
<li>After each X levels, we should show a full-screen-ad or a movie-ad instead of the regular small banners mentioned above.</li>
<li>In the case that it isn&#8217;t possible to retrieve ad-contents (by any reason) we should show offline/custom ads included within the game assets.</li>
<li>Be independent of the ad-network, so that we could easily change it in the future.</li>
<li>Supporting both iOS &amp; Android since the game run on those platforms.</li>
</ol>
<p><a href="http://www.mobyaffiliates.com/blog/the-best-mobile-advertising-networks-2012" target="_blank">Choosing the best ad-network</a> wasn&#8217;t our work. We just had to think the best way to integrate it into the game. One of the things you learn when entering the problem is that you can either use an integrated &#8220;all-in-one&#8221; solution (which basically is &#8220;platform&#8221; that allows advertisers, publishers and developers work altogether) or you can use the specific tools that each ad-network provide to developers directly. In practice, the latter involves that if you implement your in-game ads with an specific SDK and you want to move to another ad-network in the future, you will have to re-write some good code with the new SDK to support it. Even although most of these SDKs are very similar in terms of usage, it doesn&#8217;t look like a good idea&#8230; :-P</p>
<p>So we decided we wanted to look at the first option. How many &#8220;integrated&#8221; solutions were at our disposal ? What of them were supposed to be the best? Honestly, we don&#8217;t know what&#8217;s the best. There are a lot of solutions and you can assume each of them has its positive and negative points. These are just a few examples, not necessarily the best, but they&#8217;re quite well known: <a href="http://www.admarvel.com/" target="_blank">AdMarvel</a>, <a href="http://www.adwhirl.com/" target="_blank">adwhirl</a>, <a href="http://www.mobclix.com/" target="_blank">mobclix</a>, <a href="http://www.inmobi.com/" target="_blank">InMobi</a>, <a href="http://www.smaato.com/" target="_blank">smaato</a>, &#8230;</p>
<p>As a developer integrating the all-in-one solution, you should consider the following issues:</p>
<ul>
<li><strong>Ad-networks</strong>: How many ad-networks will I be able to use?</li>
<li><strong>Reliability</strong>: Is it capable of feeding ad-content anytime &amp; anywhere? If it&#8217;s not the case, you could at least take advantage of the situation and prepare yourself to show offline ad-content (aka custom ads). Those could be ads presenting other titles of your company or whatever. The lack of ad-content usually depends on the ad-network, but the all-in-one solution may play its part too, so be aware of that!</li>
<li><strong>Features</strong>: Does it support Android? iOS? Windows Phone? Is it able to provide custom-sized ads and full-screen ads? And movie ads? The control panel (server side) is up to the task and easy to use and setup?</li>
<li><strong>Friendly API</strong>: If I want to write some behavior not initially planned on the SDK, or I want to support some specific type of ad that only a few ad-networks provide, does the API help me doing so or it just does the opposite? (putting things harder than they should)</li>
<li><strong>Tech Support</strong>: Do I have a phone number or an e-mail for technical support? Are the company behind the all-in-one solution fast and efficient answering my questions? If I have an specific problem with the ad-network that I&#8217;ve chosen to provide the ads, does the technical support get in touch with them to solve the issue faster?</li>
</ul>
<p>Finally, we ended up using the <em><strong>AdMarvel</strong></em> platform, plus <em><strong>millennialmedia</strong></em> (aka <em><strong>Millennial</strong></em>) as the ad-network. AdMarvel is an Opera Software company, so we expected a good SDK free of issues, though it wasn&#8217;t the case :-P.</p>
<p>And here&#8217;s our brief experience using AdMarvel (I will be telling only the negative points since I don&#8217;t think the positive are worth telling now):</p>
<ul>
<li>You cannot simply set MAX and MIN banner sizes within your app or set the appropriate sizes in real-time. Sizes are fixed prior to app initialization and they cannot be modified/scaled later, even if you get access to the banner view. This means that whether you receive a banner that is wider than you expected it will show shrinker, or stretched otherwise.</li>
<li>If you want to add a custom effect to the banner, like for example glowing it up while pressing with the finger (as it was a regular button in the game) you will find yourself into serious trouble. You need to figure out the view&#8217;s hierarchy in order to retrieve the proper banner view, then its position and size in screen coordinates.</li>
<li>The lack of useful callbacks makes your life harder. There are a lot of events you cannot control because of that.</li>
<li>You have no control over the movie ads. For example, you cannot force users to see the whole video. Barely you can&#8217;t interact with them in any way.</li>
<li>There&#8217;s no way to know when a Millennial&#8217;s fullscreen ad has been closed (note that fullscreen ads are also know as &#8220;Interstital&#8221;).</li>
<li>On iOS, fullscreen ads are surprisingly slow to render :-S</li>
<li>The SDK documentation is mostly useless from a developer point of view.</li>
<li>And there are surely more things that I&#8217;m missing right now&#8230;</li>
</ul>
<p>All the above means that AdMarvel still has a lot of room for improvement, but in the end it worked out :-)</p>
<p>And finally, if you have had better experiences using other solutions, drop a comment and let us know!</p>
<p>Thanks in advance!</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Using Flash in mobile game development now?</title>
		<link>http://www.lemonteam.com/blog/2012/03/using-flash-in-mobile-game-development-now/</link>
		<comments>http://www.lemonteam.com/blog/2012/03/using-flash-in-mobile-game-development-now/#comments</comments>
		<pubDate>Wed, 28 Mar 2012 23:35:06 +0000</pubDate>
		<dc:creator>Miki</dc:creator>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=558</guid>
		<description><![CDATA[Back in november when Adobe released Flash 11 + AIR 3 I didn&#8217;t pay too much attention to it. I have to admit I was too busy to look at it closely (we were pretty focused on &#8220;Simplz: Zoo&#8221; and other things), but now while moving into new projects I decided to begin a little [...]]]></description>
			<content:encoded><![CDATA[<p>Back in november when Adobe released <strong>Flash 11</strong> + <strong>AIR 3</strong> I didn&#8217;t pay too much attention to it. I have to admit I was too busy to look at it closely (we were pretty focused on &#8220;<em>Simplz: Zoo</em>&#8221; and other things), but now while moving into new projects I decided to begin a little research on this. I got an intern lately so it was a great opportunity to have someone really focused in reviewing the technology.</p>
<p>Flash technology has been flying around for the last few months. Since the official release of Flash 11 + AIR 3, Adobe did show his cards to actually play a main role in the video games industry as a middleware provider. Even big actors like <strong>Epic Games</strong> (UDK) or <strong>Unity Technologies</strong> (Unity 3) have added to the cause. But even though, it&#8217;s difficult to realize that we may be using Flash technology as an standard basis in the future. CPU &amp; GPU (mostly the latter) performance has always been the bottleneck on every game development. The more content you present on screen, the worse the performance and Flash has never played well on that field. So what happened with Flash 11? Did Adobe improve things in there?</p>
<p>On a first sight, nobody can ignore that Flash has been installed in almost every computer out there. This means that if you create a game in Flash, &#8220;theoretically&#8221; everybody will be able to play it. As I said, performance has never been a WIN on Flash, however Adobe claims that Flash 11 definitively supports hardware accelerated rendering (which represents ~90% of the CPU effort of any Flash-based game/web), meaning that things should have improved hugely&#8230;</p>
<p>In 2008, when we started the company, Flash wasn&#8217;t an option because of the performance. Not even other &#8220;better&#8221; considered options (like <strong>Unity</strong>) were up to the task. Either low-mid range PC CPUs or high-end mobile CPUs (ARMv6-based architectures) were actually too &#8220;slow&#8221;. And what it&#8217;s more important, Flash player didn&#8217;t run on iPhone (and it hasn&#8217;t made it so far). Because of all that plus other technical constraints, we knew C++ was our only choice. It has worked reasonably well for the last 4 years and neither portability (PC + Mac + iOS + Android) nor performance have &#8220;never&#8221; been compromised. We managed ourselves to build our own engine which worked pretty well until the projects started to grow more and more, the number of devices (considering both iOS and Android) we had to support increased too, and finally we realized we were going to have just one person 100% dedicated to engine+tools development, which we couldn&#8217;t afford. Remember? We&#8217;re still a small company! :-P</p>
<p>Far from being more comfortable developing in suites/engines such as Unity or Adobe Flash, what you really get is a solid software support across platforms from both the company in charge and the active developer community. If, in addition to that you note that your source code will be considerably smaller, easier to comprehend and easier to fix, then we can forget all the rest. In the end, we just want to develop a game once, ignore the portability issues as much as possible and deploy it everywhere (web browsers, iOS, Android, smart-TVs and future platforms) while having fun :-) Even though, it is clear that if you want to create the next state-of-the-art game at 60 FPS, forget about all those commodities and go back to C/C++ against low-level based libraries such as OpenGL, and this applies not only for mobiles devices but for high-end PCs and consoles as well.</p>
<p>That said, let&#8217;s now focus on Flash technology more seriously :-P. I won&#8217;t enter into many technical details (this is not supposed to be a tutorial), but I will highlight what I think is important from a developer/programmer point of view. Also, I would like to say I&#8217;ll be focusing in 2D rendering exclusively, since I&#8217;m not interested in 3D at all right now.</p>
<p>First off, the last version of Flash is 11.1 and the last version of AIR is 3.2, now supporting full-hardware accelerated graphics upon OpenGL ES 2.0, including both vertex and pixel shaders. Of course, this is still ways behind DX11 or OpenGL 3.0 (shader model 5.0), but if you aren&#8217;t going to create the last AAA title for next-gen consoles, you shouldn&#8217;t worry about :-D. Also, when we say &#8220;Flash 11&#8243; in the context of mobile devices, we shall ignore the Flash Player at all. Adobe itself declared that they were finally stopping Flash Player development for handheld devices. So&#8230;how the hell a game done in Flash can now be executed on iOS or Android? And this question brings us to the second part of the equation, who is called <strong>AIR</strong>. This basically acts as a &#8220;plugging&#8221; for Flash that is in charge of generating a native application instead of the regular &#8220;.swf&#8221; for the Flash Player. It can generate both &#8220;.ipa&#8221; (iOS) and &#8220;.apk&#8221; (Android) application bundles. But you should know that those are not real native applications; in fact, if you compare performance between 2 apps (let&#8217;s say identical), one programmed in Action Script 3.0 (Flash) and the other in pure C++, the latter is going to be always faster.</p>
<p>Okay, so the deployment side of things it&#8217;s been solved by Adobe, at last :-). Even those interested in full 3D graphics should know that AIR 3.2 is ready for the task as well, though still in beta. Now let&#8217;s focus on Flash technology when it comes to game development in self. I&#8217;m going to quickly pass throughout all the technical layers (graphics, input, audio, physics and network) in order to understand the whole picture.</p>
<p><strong>Graphics</strong><br />
First thing we realized was that apparently, nothing changed compared to previous versions of Flash. Both vectorial and bitmap based data can be used, along with the common movie clips every Flash designer is familiarized with. But we just wanted a way to draw sprites fast (just as we do with our own engine in C++ and OpenGL), and we saw there was a class to do that, called &#8220;Stage&#8221; (there&#8217;s also a 3D version of the class, named &#8220;Stage3D&#8221;). Adobe ensures that all you put through the Stage will be sent almost directly to the GPU, which is great news :-). However, as the technology stands upon OpenGL ES 2.0, it means you don&#8217;t have the typical &#8220;fixed function pipeline&#8221;, so it requires you to write almost everything from the scratch using shaders <strong>O_o</strong>. But&#8230;is there any point in writing your own graphics engine for Flash? (I guess not)<br />
As you can see, the first contact with the graphics layer wasn&#8217;t good for sure! For some kind of games with very simple mechanics Flash tools may be more than enough, nonetheless you normally need full freedom to control the transitions of dialog &amp; menus, the animation of your characters, the spacial transformations of your screen elements such us particles or any sort of special effect, customized blending effects and so on&#8230;</p>
<p><strong>Events &amp; Input</strong><br />
Operative System events and touch-based input is easily handled by Flash &amp; AIR. With just a few lines of Action Script you have everything working, from single taps to complicate gestures using multiple fingers.</p>
<p><strong>Audio</strong><br />
It is pretty easy to playback sounds and music. Sounds must be in WAV-PCM uncompressed format while soundtrack in MP3 compressed format. Those who are used to play OGG files may need to study other options&#8230;</p>
<p><strong>Physics</strong><br />
By default, there&#8217;s no physics engine/library in Flash 11. Hopefully we have some alternatives for both 2D and 3D. For 2D specifically we got <strong>Box2D</strong> which is pretty well known by most developers out there.</p>
<p><strong>Network</strong><br />
Action Script core libraries are ready to deal with online communication issues such as sending data to a server script, downloading data from a server, working with binary or XML socket connections, TCP/UDP packets, etc. But this isn&#8217;t really important for us, since we all know that the most difficult part in any online/multiplayer game is the server side. Using <strong>FMS</strong> (Flash Media Server) is always a possibility, but it looks like there&#8217;s other and better options as for example <strong>SmartFoxServer</strong>. These kind of services abstract you from the server side and provide high performance plus scalable architecture that you don&#8217;t need to worry about.</p>
<p>In general, the context is pretty good although we cannot ignore the lack of a decent/already-built graphics engine. Luckily though, there are <a title="Adobe's recommended engines" href="http://www.adobe.com/devnet/games/gaming_engines.html" target="_blank">several options</a> we can consider. In our humbled opinion, the following couple of options are the only ones to consider at the moment (2D specific):</p>
<p><a href="http://gamua.com/starling/" target="_blank">Starling</a>: It is a pretty solid company-driven open-source engine. The API is very well structured and easy to understand, plus the documentation actually rocks. It is updated frequently and enjoys from a lot of community supporting it on a daily basis (dedicated forums, books, video tutorials, etc). As a proof of reliability, Rovio Entertainment just built one of its last projects with this engine. Actually, this is the reason why the game will not see the light in Windows Phone :-P (not yet supported by Flash 11 &amp; AIR 3).</p>
<p><a href="http://www.nulldesign.de/" target="_blank">ND2D</a>: Cutting-edge 2D graphics engine driven by a single person (Lars Gerckens), featuring physics integration through Box2D and Napoleon, awesome particle systems, fullscreen fragment shaders, etc. Both official documentation and community support can hardly compete with Starling. Moreover, it&#8217;s not &#8220;frequently&#8221; updated.</p>
<p>Our tests with Starling went really smooth, so we have decided it will be our first candidate. Not that it is much better than ND2D, but overall we liked it more. Maybe ND2D is a bit more optimized but in the end the official support and the more active community weights much more than anything else.</p>
<p>I hope this helps everyone to consider Flash technology when developing their next cross-platform games, now also on mobiles phones and tablets and coming soon everywhere! :-)</p>
<p>Ready to give it a try?</p>
]]></content:encoded>
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		<title>Simplz: Zoo for iOS has been released!</title>
		<link>http://www.lemonteam.com/blog/2012/02/simplz-zoo-for-ios-has-been-released/</link>
		<comments>http://www.lemonteam.com/blog/2012/02/simplz-zoo-for-ios-has-been-released/#comments</comments>
		<pubDate>Thu, 16 Feb 2012 00:58:58 +0000</pubDate>
		<dc:creator>Miki</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=548</guid>
		<description><![CDATA[Lemon Team is excited to announce that the unique puzzle and simulation synthesis known as Simplz: Zoo has been released for both iPhone and iPad. The game puts players in charge of 7 different zoos where they will they will choose everything from the animal exhibits to the decorations while attempting to maximize the public&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>Lemon Team is excited to announce that the unique puzzle and simulation synthesis known as <a title="Simplz: Zoo" href="http://itunes.apple.com/us/app/simplz-zoo/id484856219?mt=8" target="_blank">Simplz: Zoo</a> has been released for both iPhone and iPad.</p>
<p>The game puts players in charge of 7 different zoos where they will they will choose everything from the animal exhibits to the decorations while attempting to maximize the public&#8217;s enjoyment. Each choice has multiple consequences as it not only determines what will and what will not be shown in the zoo, but it also affects the other half of the game that occurs outside of the zoo.</p>
<p>With 7 zoos to unlock, over 90 animals to discover, whimsical music and animation, humorous and interesting animal facts, and the perfect price of free, Simplz: Zoo is a roaring good time for all ages that is simply too good to miss!</p>
<p style="text-align: center;"><a href="http://itunes.apple.com/us/app/simplz-zoo/id484856219?mt=8"><img class="aligncenter size-full wp-image-549" title="Simplz: Zoo - iOS" src="http://www.lemonteam.com/blog/wp-content/uploads/2012/02/szios.jpg" alt="Simplz: Zoo - iOS" width="390" height="218" /></a></p>
]]></content:encoded>
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		<title>Fashion Fix for iPad</title>
		<link>http://www.lemonteam.com/blog/2011/02/fashion-fix-for-ipad/</link>
		<comments>http://www.lemonteam.com/blog/2011/02/fashion-fix-for-ipad/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 13:45:08 +0000</pubDate>
		<dc:creator>Julio Gorgé</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=506</guid>
		<description><![CDATA[Roiworld&#8217;s Fashion Fix gets the HD treatment on its new iPad version, now available on the App Store. Like the iPhone version we also developed, Fashion Fix HD offers 50 dress up levels with tons of gorgeousclothing and accessories to play with. We have completely revamped the user interface for the iPad version and we [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.roiworld.com">Roiworld&#8217;s</a> Fashion Fix gets the HD treatment on its new iPad version, now available on the App Store. Like the <a href="http://itunes.apple.com/us/app/fashion-fix/id378803199?mt=8">iPhone version</a> we also developed, Fashion Fix HD offers 50 dress up levels with tons of gorgeousclothing and accessories to play with. We have completely revamped the user interface for the iPad version and we think it&#8217;s a much greater experience compared to the original.</p>
<p><a href="<a href="><img class="aligncenter size-full wp-image-507" title="Fashion Fix HD for iPad" src="http://www.lemonteam.com/img/newportfolio/full/ffhd.jpg" alt="" /></a></p>
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		<title>Airport Mania for Android</title>
		<link>http://www.lemonteam.com/blog/2010/12/airport-mania-for-android/</link>
		<comments>http://www.lemonteam.com/blog/2010/12/airport-mania-for-android/#comments</comments>
		<pubDate>Thu, 16 Dec 2010 23:24:46 +0000</pubDate>
		<dc:creator>Julio Gorgé</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=496</guid>
		<description><![CDATA[This is great news for all Android gamers! Airport Mania: First Flight is now available on the Android Market. It is our first Android project and we&#8217;ve worked very hard to make it a worthy release and support most phones out there. The download size is a mere 2 MB —game assets are downloaded to [...]]]></description>
			<content:encoded><![CDATA[<p>This is great news for all Android gamers! <strong>Airport Mania: First Flight is now available on the Android Market</strong>. It is our first Android project and we&#8217;ve worked very hard to make it a worthy release and support most phones out there.</p>
<p>The download size is a mere 2 MB —game assets are downloaded to your SD card during the one time install— and the initial price is only $0.99 / €0.75, so it&#8217;s a no brainer.</p>
<p>Now visit the Android Market in your phone, search &#8220;Airport Mania&#8221; and  have fun!</p>
<p><img src="http://www.lemonteam.com/pr/ama/01.jpg" alt="Airport Mania Android" /></p>
]]></content:encoded>
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		<title>Airport Mania: Non-Stop Flights</title>
		<link>http://www.lemonteam.com/blog/2010/10/airport-mania-non-stop-flights/</link>
		<comments>http://www.lemonteam.com/blog/2010/10/airport-mania-non-stop-flights/#comments</comments>
		<pubDate>Thu, 21 Oct 2010 00:10:41 +0000</pubDate>
		<dc:creator>Julio Gorgé</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=484</guid>
		<description><![CDATA[Airport Mania: Non-Stop Flights is a new stand-alone game for iPhone, featuring an endless game mode and Facebook leaderboards. Non-Stop Flights has two game modes, Normal and Expert, with the later designed for the most competitive players out there. Players can earn trophies after reaching certain scores and can also challenge friends to beat their [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://itunes.apple.com/us/app/airport-mania-non-stop-flights/id391296898?mt=8" target="_blank">Airport Mania: Non-Stop Flights</a> is a new stand-alone game for iPhone, featuring an endless game mode and Facebook leaderboards. Non-Stop Flights has two game modes, Normal and Expert, with the later designed for the most competitive players out there. Players can earn trophies after reaching certain scores and can also challenge friends to beat their own high-scores from within the game.</p>
<p>Similarly to the iPhone version of First Flight, Airport Mania: Non-Stop Flights is again localized into 6 languages: English, German, French, Spanish, Italian and Portuguese.</p>
<p><a href="http://itunes.apple.com/us/app/airport-mania-non-stop-flights/id391296898?mt=8" target="_blank"><img class="aligncenter size-full wp-image-485" title="amnsf01" src="http://www.lemonteam.com/img/newportfolio/full/amnsf.jpg" alt="" width="390" height="210" /></a></p>
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		<slash:comments>2</slash:comments>
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		<title>Ricochet Infinity for iPhone is out!</title>
		<link>http://www.lemonteam.com/blog/2010/09/ricochet-infinity-for-iphone-is-out/</link>
		<comments>http://www.lemonteam.com/blog/2010/09/ricochet-infinity-for-iphone-is-out/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 13:02:19 +0000</pubDate>
		<dc:creator>Miki</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=459</guid>
		<description><![CDATA[We are happy to bring great news for the numerous fans of Ricochet Infinity: the iPhone and iPod Touch version of the game is already available on the App Store! Ricochet Infinity for iPhone includes 100 dynamic levels, 4 modes of difficulty, 9 different planets and 24 ships each with their own specialty. It also packs [...]]]></description>
			<content:encoded><![CDATA[<p>We are happy to bring great news for the numerous fans of <a href="http://www.ricochetinfinity.com/index.php?PAGE=infinity_iPhone">Ricochet Infinity</a>: the iPhone and iPod Touch version of the game is already available on the <a href="http://itunes.apple.com/app/ricochet-infinity/id388281104?mt=8">App Store</a>!</p>
<p>Ricochet Infinity for iPhone includes 100 dynamic levels, 4 modes of difficulty, 9 different planets and 24 ships each with their own specialty. It also packs a new feature unique to the iPhone and iPod touch — you can now tilt your phone to have control over the ball. That will surelly prove helpful in your quest to collect all 500 hidden rings, and unlock all 10 trophies.</p>
<p><object width="390" height="317" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/UJVVoVm_LnY?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed width="390" height="317" type="application/x-shockwave-flash" src="http://www.youtube.com/v/UJVVoVm_LnY?fs=1&amp;hl=en_US&amp;rel=0" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
<p>We&#8217;ve been working very hard lately and along with Ricochet Infinity we have released a <a href="http://itunes.apple.com/us/app/biolabs-outbreak-lite/id389135553?mt=8">free version of BioLabs: Outbreak!</a> It&#8217;s a simple game that but the game gets more and more challenging with each new level. You have to stop virus cells by placing antidote drops strategically, virus that are unable to move will quickly freeze and die!  You will have to use the antidote wisely however, as you have only a limited amount.</p>
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		<slash:comments>0</slash:comments>
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		<title>Airport Mania: First Flight HD for iPad now available</title>
		<link>http://www.lemonteam.com/blog/2010/09/airport-mania-first-flight-hd-for-ipad/</link>
		<comments>http://www.lemonteam.com/blog/2010/09/airport-mania-first-flight-hd-for-ipad/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 16:44:22 +0000</pubDate>
		<dc:creator>Miki</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=444</guid>
		<description><![CDATA[A favorite and so much loved by many fans time management hit from Reflexive Entertainment — Airport Mania— is now available on iPad. Last Friday Lemon Games released the awaited iPad version of the game &#8211; Airport Mania: First Flight HD, hitting the top selling App Store charts in many countries! Once again get prepared [...]]]></description>
			<content:encoded><![CDATA[<p>A favorite and so much loved by many fans time management hit from Reflexive Entertainment — <a href="http://www.airportmania.com/">Airport Mania</a>— is now available on iPad.  Last Friday Lemon Games released the awaited iPad version of the game &#8211; <a href="http://itunes.apple.com/app/airport-mania-first-flight-hd/id388344396?mt=8">Airport Mania: First Flight HD</a>, hitting the top selling App Store charts in many countries!</p>
<p>Once again get prepared for an exciting journey through skies and 8 amusing airports, this time on a bigger screen and with an ability to use every finger of your hand to operate a great variety of cute smiley planes.  Enjoy high quality graphics and diverse new features throughout 84 unique levels, customize your own airports, earn 20 awards and try out a Secret Paper planes mode!</p>
<p>The game is already available on the App Store and comes fully localized into English, French, German, Italian and Spanish.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="390" height="317" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/apuor6UjO_4?fs=1&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="390" height="317" src="http://www.youtube.com/v/apuor6UjO_4?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<slash:comments>2</slash:comments>
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		<title>Alamandi Match 3 on Facebook</title>
		<link>http://www.lemonteam.com/blog/2010/07/alamandi-match-3-on-facebook/</link>
		<comments>http://www.lemonteam.com/blog/2010/07/alamandi-match-3-on-facebook/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 12:33:51 +0000</pubDate>
		<dc:creator>Miki</dc:creator>
				<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=423</guid>
		<description><![CDATA[Alamandi Match 3 game for Facebook was released last week by INTENIUM.  The application was co-developed by Lemon Team and Devilish Games, and is based on a mini-game of the successful first casual multiplayer online world “Alamandi”. Traveling through towns of the island of Alamandi you get to try your skills in different mini games [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://apps.facebook.com/alamandimatchthree/">Alamandi Match 3 game for Facebook</a> was released last week by INTENIUM.  The application was co-developed by Lemon Team and <a href="http://www.devilishgames.com/">Devilish Games</a>, and is based on a mini-game of the successful first <a href="http://www.alamandi.de/">casual multiplayer online world “Alamandi”</a>.</p>
<p>Traveling through towns of the island of Alamandi you get to try your skills in different mini games ranging from match-3 to favorite board games, at the same time enjoying various features like chat, build-your-own-house, create and customize your avatar, friends lists, team play, different gifts and awards.</p>
<p>In Facebook Alamandi Match 3 you need to remove stones of the same color to rescue turtles.  The more you rescue, the higher you score.  The higher you score the more awards you get to use in your MMO Alamandi profile.  I think what makes it even more challenging and fun is that you can’t target for the best awards unless you have your friends to support you by joining the game as well!</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-524" title="alamandi-m3" src="http://www.lemonteam.com/blog/wp-content/uploads/2010/07/alamandi-m3.jpg" alt="" width="300" height="242" /></p>
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		<slash:comments>0</slash:comments>
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		<title>Mahjong Epic HD for iPad enters US App Store&#8217;s top 100</title>
		<link>http://www.lemonteam.com/blog/2010/06/mahjong-epic-hd-enters-us-app-store-tops/</link>
		<comments>http://www.lemonteam.com/blog/2010/06/mahjong-epic-hd-enters-us-app-store-tops/#comments</comments>
		<pubDate>Fri, 18 Jun 2010 21:35:39 +0000</pubDate>
		<dc:creator>Julio Gorgé</dc:creator>
				<category><![CDATA[Lemon Team]]></category>

		<guid isPermaLink="false">http://www.lemonteam.com/blog/?p=410</guid>
		<description><![CDATA[Mahjong Epic HD is the first of our iPad projects to hit the App Store. Commissioned by Kristanix Games and released back in May, it recently entered the paid and free top 100 charts at the US App Store. Got an iPad? Download Mahjong Epic HD or Mahjong Epic HD Free now. Don&#8217;t have an iPad? [...]]]></description>
			<content:encoded><![CDATA[<p>Mahjong Epic HD is the first of our iPad projects to hit the App Store. Commissioned by <a href="http://www.kristanix.com/">Kristanix Games</a> and released back in May, it recently entered the paid and free top 100 charts at the US App Store.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-411" title="Mahjong Epic HD for iPad" src="http://www.lemonteam.com/img/newportfolio/full/mehd.jpg" alt="" /></p>
<p>Got an iPad? Download <a href="http://itunes.apple.com/us/app/mahjong-epic-hd/id372268955?mt=8">Mahjong Epic HD</a> or <a href="http://itunes.apple.com/us/app/mahjong-epic-hd-lite/id375149734?mt=8">Mahjong Epic HD Free</a> now. Don&#8217;t have an iPad? There are <a href="http://ax.search.itunes.apple.com/WebObjects/MZSearch.woa/wa/search?entity=software&amp;media=all&amp;restrict=false&amp;submit=seeAllLockups&amp;term=mahjong+epic">versions for iPhone</a> too!</p>
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