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#71
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I just pushed 1.2.1 update out. It's a minor update, but it fixes a few things. 1. Crashing issues on the iPod Touch 2. Fixes a bug in the Multitasking that was causing it to crash on the 2nd resume (this would also kill peoples money). 3. Fixed the Burst Shot gun 4. Changed the player's hatbox (so it's harder to get hit). 5. Added some more stable platforms to make blind jumps less blind. |
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#72
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Hi to the dev.
First of all, a big thank you for making the game in the first place. I'm enjoying it very much, and is actually one of my favourite games to pick up and play for a few minutes. To an hour ![]() Here is some feedback for you. Please add a preview for weapons (has already been suggested). It was super annoying to grind to a weapon to find it was definitely worse than the £2000 coin triple shot (sonic wave and wave motion, I'm looking at you). There is a slight graphical error on one of your backgrounds - one of your trees in the middle background has a few pixels hanging in mid air... I know it's trivial, but I thought I would mention it anyway, haha ![]() Syphus was a great choice for the music! Maybe add another layer of parallax scrolling for the foreground (moves faster than the main stage), and design it to it would be unobtrusive, and low. A great example of quality parallax scrolling was shadow of the beast on the Amiga. The foreground in that could be used as an example of what I'm suggesting. The more I think about it, the more I think it would get in the way of playability, so feel free to ignore that... Just to confirm the bug that was previously reported (unable to jump when screen lock has been activated previously) also applies to my device (iPad 3rd gen). Another bug of sorts that I have seen happens if you die from losing all the hearts - every now and then you spawn on a new run with a red hue. It actually looks like some "rage" power up or something, haha. A massive amount of respect goes to you for the way you communicate with your customers and fans. I've seen so many devs fail in that area, and I'm really glad to see you take suggestions on board. Hopefully you will keep on that tradition, and with this in mind I do have a question: When you are killing bad guys spawning from drop ships, how come the coin drop depends on what weapon you are using? For example, using the wave motion or sonic wave, each guy drops around 3 coins, yet using the cheaper and technically worse 3 burst weapon, they drop around 9. Could this be a bug, or is it a design choice? Could it be something to do with the number of shots hitting the target (one bullet, 3 coins, 3 bullets 9 coins.....)? Keep up the great work on this game, and hopefully I'll chat to you again when you respond, in the meantime ill be grinding away for the Vulcan cannon ![]() Kind regards, Lemnisc8 Last edited by Lemnisc8; 06-26-2012 at 11:17 PM.. Reason: Removal of typos etc |
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#73
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Good catch on the floating pixels in the background! Just fixed those yesterday, actually. Currently working on some better collision detection before I start dropping the new boss stuff in.
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