Our new physics puzzler game is nearly ready! If you are interested in helping us beta test, we have some contact information here. (Please don't reply to this thread asking to be a beta tester as that is against forum policies.) Twilight Golf features our in house developed physics engine that has been used in many games including several top 100 hits. It also features dynamic shadowing in a way that has not yet been seen on the iPhone platform yet. Screenshots: See our latest blog entry for more screenshots. We are in the process of making a new video showing off the new graphics and physics based sound system, but until then, enjoy one of our older preview videos: [hqyoutube]UiRwkqcod4c[/hqyoutube]
Glad to see Crayon Ball fans out there I'd also like to mention that we've got a nice series of blog posts "behind the scenes" of Twilight Golf. http://howlingmoonsoftware.com/wordpress/?tag=behind-the-scenes We've talk a bit about the level creation process, and how we use set up the graphics for our levels and the physics objects. The evolution of the gameplay is talked about- we've had the concept for over two years, so it's had a long time to ferment. Finally, we have an article about the sound system and how we worked to make it really add to the ambience of the game.
Sent my email Really loving the shadow effects, if this game runs as smoothly as the preview shows then colour me impressed.
I just read the blog and I like how this game is turning out and golf combined with physics is always enticing.
Even with the ambient music playing, I don't think the game drops below 45fps with most levels running at nearly 60fps with music disabled. I'm pretty excited that we were able to get the shadows rendering as efficiently as they are. We are also toying with rendering higher quality shadows on the GL ES 2.0 devices. A friend of mine has one that I could test it on, and I bet I could get per-pixel shadows running at a full 60fps. I'll just have to come up with a reason to get him to let me play with his phone for a few hours some day.
Wow, that lighting is really nice. Very interested to see this run with the shadows so count me in. What kinds of physics puzzles do you have? Did you have to keep the physics to a minimum to keep the performance up on the lighting?
Just wondering, if we're not chosen to beta test will you still be replying to let us know? I don't wanna be waiting around for nothing if I can help it
I just sent my email I've been following the development of this game for a while so it will be interesting to see how well it plays, that is if I get in of course
First of all, we forgot to post the splash screen! Oops! I'll remind Scott to edit the first post to add this. Much better now. Glad to hear from you graveckdude! Scott made chipmunk physics (wikipedia article), so we're in a great position to optimize our game and the engine for the iPhone. We never made a level where physics interactions were a problem- even when we've got a lot of blocks falling or complicated constraints. Our levels are a mix of platformer-esque action and a variety of physics puzzles. We use lever, gears, trap doors, sliding blocks, and a lot of stuff with springs. Even with a small number of constraints, you can make some really interesting stuff. There are some weighted elevator levels towards the end, and those use carefully calibrated spring joints set in slide joints, so the elevator only goes up and down. The game will run on any iPhone or iPod touch. We do our testing mostly on the older iPods to ensure they run great on any device. Like Scott said, we are looking into some enhanced 3GS graphic support.
Okay, it looks like we've got a massive response. I'll be compiling all that information right now. If you didn't get in for the beta, keep your eyes open for our release, planned October 21st, if everything goes well!