I think the facebook page is a good idea. It looks really nice, you really went all out with it. I was glad I decided to pull it up. The art work is outstanding, and I loved to watch the difference between the old and new version.
Thanks Riptide. I've been developing this with iOS in mind, but I'd love to release it on PC as some people that are interested do not have iPhones/iPods/etc and I feel like it's a better experience on the PC. I just need to find a way to charge for it. I'd release it for free, but I need the money. ;_;
The presentation is pretty slick, but I would like some more information on game play and the objective. I suppose that's on the FB page?
I am also trying to develop something for ios. I have been developing it solely on the PC, and haven't attempted any ios controls yet. This is due primarily to all the steps required to put it on my iPod for testing, but I am also trying to get the core game functional before I attempt ios controls. I wonder how you have been approaching this?
Send me feedback on my latest game, It Never Ends.
Thanks Chris, I realise this trailer doesn't really tell you much about the game. I'll release more videos later on which will explain things in more detail. I like this is keeps things vague, but that's just me.
As for working it on iOS... That was incredibly frustrating. I managed to get the controls working after a lot of trail and error. It's been mostly working as expected on iOS once I changed the display mode to standard, and upped the frame rate to 60fps, as apposed to 50fps.
But you seem to be going about it the same way I did, which is to build the core engine first, then test it all in one go. As I said, after changing the display mode and FPS, the game was running pretty much the same way it did on PC. Just a little bit of slow down, which I've corrected in all but one level so far.(I may just redo that whole level though)
Thanks for the heads up on the FPS issue. It's also encouraging that you developed the core on the PC first and then added the iOS controls. I am still worried about that, but in the worst case scenario, I will just release it on the PC.
One more question, did you attempt to develop your game for the latest iPhone/iPod devices, or the oldest? When I get to that point, I want it to run on the oldest device possible. This is partly due to me having an old iPod, but I also think that it should increase the number of potential sales. Personally, I get frustrated when I can't play a game on my dinky iPod. Not only am I frustrated, but confused; some of these games don't look so cutting edge that my device can't handle them.
I'm looking forward to more details about your game.
Chris
Send me feedback on my latest game, It Never Ends.
To give you an idea of the limitations I've encountered, my game is currently only running on 5th generation iPods/iPhones. It will not run on an iPhone 4, and I've not been able to test on an iPhone 4S. Really disappointing I know, as games like Infinite Blade run on the iPhone 4. It runs best on iPad 2 (I've not been able to try other iPad models). MMF seems to hog a ton of resources. Either that or I'm terrible at optimising my events. I think it's a bit of both, but I have about 4 layers of parallax which does affect it a bit.
Since the iOS 7 update, my game requires more tweaking as parts have broken. At this point, I realise I've spent a lot of time limiting and altering things for iOS 6, and now that it requires even more changes I'm starting to think iOS is not the best place for my game. It's difficult for me to develop for, and although I think I got some nice touch controls working, platform games are better with physical buttons. I may just release on PC. (Shame I decided this very shortly after announcing it for iOS..)
This is very disappointing news. Not only do you have to make sure the game is playable, but you have to constantly adapt to their updates? I thought new updates tried to be backwards compatible. If I had known that, I wouldn't have bought the exporter.
I'm going to have to search through Clickteam's iOS forum for potential problems. I think it will save a lot of effort, if I build it with iOS's limitations in mind. Initially, I was just focusing on the screen's layout, and trusting in Clickteam, but it looks like it's a lot more complicated than that.
This is so not in line with Clickteam's product design.
Send me feedback on my latest game, It Never Ends.
Although it's not exactly clickteam's fault, I think they should be supporting the extension a bit better.
The problem with developing for iOS is that I want to create a game, release it, and be done with it. But if it's going to break with each new iteration of iDevice, or even OS, then it just doesn't seem worth pursuing.
No, it's not their fault, they're just giving us what we want. Unfortunately, we didn't know that we wanted this many problems. Hopefully, the exposure provided by the App store is worth it.
Send me feedback on my latest game, It Never Ends.