Rebeloper

Amazing Thief

Amazing Thief iOS

Screenshots

Amazing Thief iOS
Amazing Thief iOS
Amazing Thief iOS
Amazing Thief iOS
Amazing Thief iOS
Amazing Thief iOS
Amazing Thief iOS
Amazing Thief iOS

Enough is enough! I am sick of wasting time and losing money and I'm sure you are too.   Enough about spending hours in front of your computer searching and being totally lost without achieving any results. Have you ever wished for method to solve this never ending reskin struggle? There are so many awesome things you could be doing if you had enough time. Let’s face it: until this point you spent more time with one too many problems than you planed to. I know this feeling pretty well. I've had the same struggles but here is the solution! This is what you'll get: 1. No coding needed! In- App Purchases, Chartboost... you name it. Your setup will be done in 15 minutes. Reskining will be that fun that you always wanted! Follow the super easy instructions and forget about the frustrating hours spent with searching through hundreds of lines of code. 2. A+ source code and the Best Support on the market I am talking about user friendly codes here, you can easily change or tweak nearly anything you want.This source code is well organized and documented... what else could I say: it’s good to read it! Our support team is very responsive. In average we answer in less than 2 hours! Yep…That’s right. 3. Easiest reskin ever Make your wasted days become a memory. You don’t have to think about reskinning as a week of nightmares. Why lose a whole week with this when you can get stuff done with exactly the same results in a day? *It's FREE and it will make you look cool Get your hands on this #1 hit app right now. iOS8 ready. Setup in 15 minutes. A+ source code and support. Time's a ticking... Rebeloper proudly presents Amazing Thief Blueprint. This little gold nugget is based on the hugely popular game. Ride the wave of publicity and make your own version of Amazing Thief. As you already know, these kind of apps have a high rise on the App Store but a relatively short lifespan, so you have to act fast to catch the "Amazing Thief Wave". Every day wasted is a lot of dollars wasted. Reskin your copy of the Amazing Thief Blueprint today! The sooner the better. The app is about a thief jumping from one rooftop to the other. He is running from something. He's probably being chased. He is running really fast. So fast that he's leaving everyone else behind. Are you fast enough to reskin this new hit? Are you fast enough to leave everyone else behind?   We are proud to make the best source codes on the market. Amazing Thief Blueprint is no exception. Just take a look at the features: iOS8 ready universal app (works on iPhone and iPad) - yes, even on iPhone6 and iPhone6+ built with the latest Cocos2D and SpriteBuilder ad networks: Chartboost, RevMob, Vungle dynamically generated gameplay (never play the same level) No Ads In-app Purchase Game Center leaderboard share your score: Facebook, Twitter, Mail, iMessage every art asset is a .png image file More Apps page Flurry Analytics

Specification

Mac, Apple Developer Program Enrollment, Xcode, SpriteBuilder

How to Use

You will have a documentation attached, but you can download it from here too: https://www.dropbox.com/s/dkbqrwb6l6e0ttv/Resources.zip?dl=0

Sample Code

// // MainMenu.m // AmazingThief /* * Copyright (c) 2014 Rebeloper. All rights reserved. * * http://www.rebeloper.com * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either expressed or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #import "MainMenu.h" #import "Defaults.h" #import "iRate.h" #import "RootViewControllerInterface.h" #import "StoreInventory.h" #import "AmazingThiefBlueprintStoreAssets.h" #import "SoomlaStore.h" #import "AppDelegate.h" #import <Chartboost/Chartboost.h> #import "Flurry.h" @implementation MainMenu { CCButton *_toggleSoundOnOffButton; } - (void)didLoadFromCCB { // showing ads at startup [AppController showAdsAtStartup]; [MainMenu playBackgroundMusic]; } - (void) rateButtonTapped { // FLURRY LOG [Flurry logEvent:@"[Main Menu] Rate button tapped."]; [MainMenu playTapSound]; [[iRate sharedInstance] openRatingsPageInAppStore]; } - (void) playButtonTapped { // FLURRY LOG [Flurry logEvent:@"[Main Menu] Play Inferno button tapped."]; [MainMenu playTapSound]; CCScene *gameplayInfernoScene = [CCBReader loadAsScene:@"Gameplay"]; [[CCDirector sharedDirector] replaceScene:gameplayInfernoScene]; } - (void) gameCenterButtonTapped { // FLURRY LOG [Flurry logEvent:@"[Main Menu] Game Center button tapped."]; [MainMenu playTapSound]; NSLog(@"Passing Game Center opening to rootViewControllerInterface"); [[RootViewControllerInterface sharedManager] openGameCenterFromRootViewController]; } - (void) moreGamesButtonTapped { // FLURRY LOG [Flurry logEvent:@"[Main Menu] More games button tapped."]; [MainMenu playTapSound]; // Show more apps [Chartboost showMoreApps:CBLocationSettings]; // Cache more apps if (![Chartboost hasMoreApps:CBLocationSettings]) { [Chartboost cacheMoreApps:CBLocationSettings]; } } - (void) noAdsButtonTapped { NSLog(@"No Ads Button tapped."); // FLURRY LOG [Flurry logEvent:@"[Main Menu] No Ads button tapped."]; [MainMenu playTapSound]; [StoreInventory buyItemWithItemId:NO_ADS_ITEM_ID andPayload:@"noAds"]; } - (void) restorePurchasesButtonTapped { // FLURRY LOG [Flurry logEvent:@"[Main Menu] Buy Restore button tapped."]; [MainMenu playTapSound]; NSLog(@"Restore purchases button tapped."); [[SoomlaStore getInstance] restoreTransactions]; } #pragma mark - #pragma mark Sounds and music - (void) toggleSoundOnOffButtonTapped:(id) sender { // FLURRY LOG [Flurry logEvent:@"[Main Menu] Toggle sound button tapped."]; [MainMenu playTapSound]; _toggleSound if (_toggleSoundOnOffButton.selected) { NSLog(@"Sound is OFF."); [MainMenu stopBackgroundMusic]; [MainMenu registerFXState:NO]; } else { NSLog(@"Sound is ON."); [MainMenu registerFXState:YES]; [MainMenu playBackgroundMusic]; } } + (void) registerFXState:(BOOL) onOrOff { [[NSUserDefaults standardUserDefaults] setBool:onOrOff forKey:kFXState]; [[NSUserDefaults standardUserDefaults] synchronize]; } + (BOOL) getFXState { return [[NSUserDefaults standardUserDefaults] boolForKey:kFXState]; } + (void) playTapSound { if ([self getFXState]) { // access audio object OALSimpleAudio *audio = [OALSimpleAudio sharedInstance]; // play sound effect [audio playEffect:@"tap.wav"]; [audio preloadEffect:@"tap.wav"]; } } + (void) playHitSound { if ([self getFXState]) { // access audio object OALSimpleAudio *audio = [OALSimpleAudio sharedInstance]; // play sound effect [audio playEffect:@"hit.wav"]; [audio preloadEffect:@"hit.wav"]; } } + (void) playWoshSound { if ([self getFXState]) { // access audio object OALSimpleAudio *audio = [OALSimpleAudio sharedInstance]; // play sound effect [audio playEffect:@"wosh.wav"]; [audio preloadEffect:@"wosh.wav"]; } } + (void) playScoreSound { if ([self getFXState]) { // access audio object OALSimpleAudio *audio = [OALSimpleAudio sharedInstance]; // play sound effect [audio playEffect:@"score.wav"]; [audio preloadEffect:@"score.wav"]; } } + (void) playBackgroundMusic { if ([self getFXState]) { // access audio object OALSimpleAudio *audio = [OALSimpleAudio sharedInstance]; // play background music [audio playBg:@"BackgroundMusic.mp3" loop:YES]; } } + (void) stopBackgroundMusic { if ([self getFXState]) { // access audio object OALSimpleAudio *audio = [OALSimpleAudio sharedInstance]; // stop background music [audio stopBg]; } } @end

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