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  #61  
Old 08-31-2012, 07:07 PM
KeKhan KeKhan is offline
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As others mentioned, near perfect gameplay except for one glaring flaw - my finger blocks the screen.

Can you just do a simple offset so that the "X" appears just above the finger? Would make the game so much more playable. Don't even need the 'zoomed in section', just put the X in its place.
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  #62  
Old 08-31-2012, 07:56 PM
CoreyB CoreyB is offline
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The only thing I see as a problem with that is when you are trying to get units to the edge of the screen. Which way would it be offset? Even with the current setup it gets tricky trying to direct units around the edge of the screen.
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  #63  
Old 08-31-2012, 10:39 PM
KeKhan KeKhan is offline
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Quote:
Originally Posted by CoreyB View Post
The only thing I see as a problem with that is when you are trying to get units to the edge of the screen. Which way would it be offset? Even with the current setup it gets tricky trying to direct units around the edge of the screen.
I see your point, I've considered it, and I really believe the following is the best solution, so please hear me out:

An invisible D-Pad that is always in relation to your finger on screen (the D-Pad is "created" wherever you put your finger down).

It would work like this:
A single tap selects a unit. Then you can place your finger anywhere on the screen and guide the line with the invisible D-pad. At any point you can pick up your finger and place it down again anywhere to keep drawing. When you reach the desired location you tap the X at the end of the line. To cancel tap the unit again.

Its simple and elegant and I think it's the best approach for this type of game.

Thoughts?
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  #64  
Old 08-31-2012, 11:19 PM
jasonredhawk jasonredhawk is offline
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Quote:
Originally Posted by KeKhan View Post
I see your point, I've considered it, and I really believe the following is the best solution, so please hear me out:

An invisible D-Pad that is always in relation to your finger on screen (the D-Pad is "created" wherever you put your finger down).

It would work like this:
A single tap selects a unit. Then you can place your finger anywhere on the screen and guide the line with the invisible D-pad. At any point you can pick up your finger and place it down again anywhere to keep drawing. When you reach the desired location you tap the X at the end of the line. To cancel tap the unit again.

Its simple and elegant and I think it's the best approach for this type of game.

Thoughts?

That's a very interesting way to solve the problem. I can see the practicality, though I do have one concern. Currently it's a single action step, which keeps things simple. Generally simpler the better. That being said, I'll consider the idea with my partner and perhaps add it as an alternate mode, giving players options.

I've been thinking of a couple solutions. First is a small minimap that would be offset from your finger. I'd code some smart positioning and automatically shift to the most strategic area of the screen.

My second idea was a smart magnifying glass. It was remain under your finger, but the slower you move your finger, the magnifying glass would scale up, giving a closer view. Kinda like a pinch-zoom, but in a dynamic circle under your finger.

Let me know what you think.

Last edited by jasonredhawk; 08-31-2012 at 11:23 PM..
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  #65  
Old 08-31-2012, 11:27 PM
Enjoo Enjoo is offline
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Is this a good buy?I have downloaded the lite version, but I'm not that good...
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  #66  
Old 08-31-2012, 11:29 PM
jasonredhawk jasonredhawk is offline
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Quote:
Originally Posted by CoreyB View Post
The only thing I see as a problem with that is when you are trying to get units to the edge of the screen. Which way would it be offset? Even with the current setup it gets tricky trying to direct units around the edge of the screen.
Exactly, that's been my biggest hurdle to finding the simplest solution.
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  #67  
Old 08-31-2012, 11:37 PM
jasonredhawk jasonredhawk is offline
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Quote:
Originally Posted by Enjoo View Post
Is this a good buy?I have downloaded the lite version, but I'm not that good...
If you like real time strategy, you'll love this game! I takes a moment to get use to the controls and how the units move on the terrain, but you'll pick it up quick. The REAL wildfires though start after boot camp!
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  #68  
Old 08-31-2012, 11:40 PM
KeKhan KeKhan is offline
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Quote:
Originally Posted by jasonredhawk View Post
That's a very interesting way to solve the problem. I can see the practicality, though I do have one concern. Currently it's a single action step, which keeps things simple. Generally simpler the better. That being said, I'll consider the idea with my partner and perhaps add it as an alternate mode, giving players options.

I've been thinking of a couple solutions. First is a small minimap that would be offset from your finger. I'd code some smart positioning and automatically shift to the most strategic area of the screen.

My second idea was a smart magnifying glass. It was remain under your finger, but the slower you move your finger, the magnifying glass would scale up, giving a closer view. Kinda like a pinch-zoom, but in a dynamic circle under your finger.

Let me know what you think.
You're right, simpler is key - maybe I got carried away with the functionality. Just keep it as it is, tap to select the unit, but then use the d-pad idea to draw from wherever you put your finger down. Scratch the other tap functions I mentioned. I think you get what I mean so play around with it if it seems like it could work, which I think it will.

Your second idea is really interesting mainly because I don't think it's been done before, and part of the beauty of the iOS platform is finding new ways to work with the touchscreen.
If you could make it work, and keep it simple, it sounds pretty fresh and fun.

That said, I think perhaps my idea would be easier to implement, and clutter the screen less ( basically nothing would change except that you are drawing the line from a virtual point instead of the unit, allowing you to see whatever area of the screen you wanted).
Solid game tho , I trust you'll find the best solution.
I live in Colorado so this kinda hits home a bit with the fires recently.
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  #69  
Old 09-01-2012, 10:36 PM
Sanuku Sanuku is offline
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What might work on the PC (The Game seem to be an Flash Port) doesn`t always work as perfect as some might think on the Mobile Device...

FireJumpers is clearly one of those Games that you either like or dislike and I sadly must add myself to the Group that absolutly don`t like it.

Not because it`s an Flash Port, not because of the Retro 2D Graphic it does use and especially not because of the Moments where the Fire doesn`t do what you would expect from it.

If you ask FireFighter you will often hear that Fire is a Bi*tch and the Game does a pretty much good job in letting you know that...

While it`s true that Fire can be controlled up to a decent Level and FireJumpers does include that pretty decent into it`s Gameplay it`s still to often where I catch myself fading away from the Gameplay.

During the last two Days I have spent with the Game I sadly never reached a Moment where I was telling myself that I`ll keep playing the Game till I will have finished all the Mission with all Stars.

...but the Game just doesn`t manage to keep me under it`s Spell...

Maybe the Reason is because I`m an Old School Gamer that has spent hundreds of Hours in Sid Meier's Civilization/X-COM: Terror From the Deep/... and the Gameplay of FireJumpers is even slower then those two old Games.

Maybe it`s because of FireJumpers doesn`t telling a Story or it`s current lack of Music/Soundeffects and the generall lack of Feedback if I do something I would rate it with an 3/5 on Apple iTunes Store if someone would want to hear a Rating from me.

...it`s just that I can`t play it for a longer time because the Game just don`t offer enough to make me want to play it.

Again the Game isn`t bad and I don`t regret buying it but after 10.000 Appz over the last four Years since I had created my iTunes Store Account in 2008 it does need much, much more to make me want to play a Game and at the current point FireJumpers doesn`t manage that.

Last edited by Sanuku; 09-01-2012 at 10:39 PM..
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  #70  
Old 09-02-2012, 08:54 PM
jasonredhawk jasonredhawk is offline
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Quote:
Originally Posted by Sanuku View Post
YouTube: video

What might work on the PC (The Game seem to be an Flash Port) doesn`t always work as perfect as some might think on the Mobile Device...

FireJumpers is clearly one of those Games that you either like or dislike and I sadly must add myself to the Group that absolutly don`t like it.

Not because it`s an Flash Port, not because of the Retro 2D Graphic it does use and especially not because of the Moments where the Fire doesn`t do what you would expect from it.

If you ask FireFighter you will often hear that Fire is a Bi*tch and the Game does a pretty much good job in letting you know that...

While it`s true that Fire can be controlled up to a decent Level and FireJumpers does include that pretty decent into it`s Gameplay it`s still to often where I catch myself fading away from the Gameplay.

During the last two Days I have spent with the Game I sadly never reached a Moment where I was telling myself that I`ll keep playing the Game till I will have finished all the Mission with all Stars.

...but the Game just doesn`t manage to keep me under it`s Spell...

Maybe the Reason is because I`m an Old School Gamer that has spent hundreds of Hours in Sid Meier's Civilization/X-COM: Terror From the Deep/... and the Gameplay of FireJumpers is even slower then those two old Games.

Maybe it`s because of FireJumpers doesn`t telling a Story or it`s current lack of Music/Soundeffects and the generall lack of Feedback if I do something I would rate it with an 3/5 on Apple iTunes Store if someone would want to hear a Rating from me.

...it`s just that I can`t play it for a longer time because the Game just don`t offer enough to make me want to play it.

Again the Game isn`t bad and I don`t regret buying it but after 10.000 Appz over the last four Years since I had created my iTunes Store Account in 2008 it does need much, much more to make me want to play a Game and at the current point FireJumpers doesn`t manage that.

Thank you for your point of view and appreciate your support.

Funny you mentioned Sid Meier's Civilization, the idea behind FireJumpers comes exactly from playing that game. My friend (and colleague in building this game) and I used to play Civ all the time back in university days. We especially enjoyed when we would set natural disasters to rip through our cities. Then we'd call up on our firefighter units and plop them down in a grid next to the fire. Then after a few moments, the fire would extinguish, then we'd plop the unit down somewhere else trying to contain the fire from the rest of the city.. remember that? Good old days!

Anyway, true story, Sid Meier's Civilization inspired us to build FireJumpers!

I understand your input about lack of storyline.. it's true, and no music doesn't help. I'd love to have a storyline, some animators and graphic artists, but we're just two guys. I'm totally open to hearing a good storyline that could underline the basis of the game. And open to music suggestions.

The main objective was to get the game out the door, get player feedback, then try to make the game better. If I can pull in enough cashflow, I'm sure I could convince my wife to let me program more! But after 1000+hrs (6months) of development time, I simply had to put something up on the market.

I agree it lacks some polish compared to the bigger titles you've played. I'll gladly take your 3/5 stars, cause since you've played 10,000 games.. that means I'm technically better than 6,000 of those games you've played, which ain't bad!

So if you had one vote on one thing you think this game mostly needs, what would it be?
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