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  #11  
Old 06-06-2013, 05:16 AM
squidgyjelly squidgyjelly is offline
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Originally Posted by CrystalFortress View Post
Can you explain what you mean clearer? Fudamently there is no difference between someone at home and someone half way around the world in terms of in app purchases as long as your store status is "Available" .
Well its like people at home play like family board games and people IE strangers who log on to the game worldwide will not all have bought word packs as inapp purchases so how to do this so everyone has to buy inapp purchases?
  #12  
Old 06-06-2013, 07:34 AM
CrystalFortress CrystalFortress is offline
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Well if you have a way of connecting game instances to each other you have a way of transferring data. You'd be holding the status of your in-app purchases somewhere and can simply check if these are all the same when connecting to an app.

I don't typically deal with this sort of thing, but that's the simplest way I can think.
  #13  
Old 06-06-2013, 08:43 AM
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Blackharon Blackharon is offline
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Quote:
Originally Posted by squidgyjelly View Post
strangers who log on to the game worldwide will not all have bought word packs as inapp purchases so how to do this so everyone has to buy inapp purchases?
This should be answered in your game design. Do you let players only play with commonly unlocked packs, do you let them play from all packs that either player has unlocked or do you let players pick from only their packs but alternate who gets to pick.

My latest game - All In & Friends - lets players unlock packs of questions. Every round consists of 6 questions: 2 from player 1's unlocked packs, 2 from player 2's unlocked packs and 2 random questions including either players unlocked packs or from the general pack.

It all depends on your presentation, what you feel is fair and what your players will perceive as fair.
  #14  
Old 06-07-2013, 05:47 AM
squidgyjelly squidgyjelly is offline
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Quote:
Originally Posted by Blackharon View Post
This should be answered in your game design. Do you let players only play with commonly unlocked packs, do you let them play from all packs that either player has unlocked or do you let players pick from only their packs but alternate who gets to pick.

My latest game - All In & Friends - lets players unlock packs of questions. Every round consists of 6 questions: 2 from player 1's unlocked packs, 2 from player 2's unlocked packs and 2 random questions including either players unlocked packs or from the general pack.

It all depends on your presentation, what you feel is fair and what your players will perceive as fair.
Thanks bit unclear but I am guessing that players at home buying and playing will be OK but when logging on games worldwide with players who dont have all bought same packs then I guess I have to get the game programmed to detect who has what packs and if any player does not have packs as there are going to be about 300 packs or so of word clues then I guess a message should be sent for a player to make inapppurchase to carry n playing game or quit
  #15  
Old 06-07-2013, 12:30 PM
Simengie Simengie is offline
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Determining what you is comes from analysis of Scene Flow and Game Play interfaces.

As people have suggested you need to make simple diagram that outlines your scene flow. Example Main Menu can go to Help, Credits, Shop, Play. Help can go to Main Menu. So on and so on...

That step will help you define all your GUI elements which is very important. Nothing like realizing you missed a button for turning music on and off and having a screen laid out and elements sized knowing it all has to change now.

The non game play screens will some background elements and such so account for those.

Now to game play. Totally depends on what the game is but for discussion I will talk about an endless runner.

Background such as the sky box will be one image. Now the moving parrallax background images. three layers really helps gives depth to the game. Less and you loose something and more you better damn well make sure they work.

Foreground art is next and that can consist of 1 or 2 layers. These layers will have several elements that are moving by on the screen.

Collection Items, Obstacles, Enemies and the Player images all add to the count.

As you can see having the Scene and Game Play Flows worked out first really can help with this.

Next double the number you have for iOS as you need support for retina/non-retina devices. If you are universal app then double again. Yes Universal retina/non-retina supporting apps general have 4 sets of art assets inside them. also remember that if you are using Cocos2D or some other game engine that the button has 2 or three states that each can have their own image. You really need to do pressed and not pressed images at a minimum.

So there you have it. A bit of a ramble but that is all the art assets I have to think about when I do game. Oh there are of course the sprites with animation and number of frames each animation has that drives the number well.

the too long did not read version - Requirements and Design phases make your life much easier. Never just start coding and make art as you need it. You will be much slower that way.
  #16  
Old 06-07-2013, 12:39 PM
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racingspider racingspider is offline
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Quote:
Originally Posted by squidgyjelly View Post
sent for a player to make inapppurchase to carry n playing game or quit
This is a BAD idea. Telling a player to make an in-app purchase to play with a random person who HAS made a purchase will give you a very negative reputation.

You allow the player to play whatever he has paid for. If you cancel a match because player A purchased something player B didn't - AND you have (as you say) over 300 'packs'? No one will ever be able to play a match.

You should probably re-think that bit of madness, unless I didn't understand you correctly.
  #17  
Old 06-08-2013, 10:02 AM
squidgyjelly squidgyjelly is offline
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Quote:
Originally Posted by racingspider View Post
This is a BAD idea. Telling a player to make an in-app purchase to play with a random person who HAS made a purchase will give you a very negative reputation.

You allow the player to play whatever he has paid for. If you cancel a match because player A purchased something player B didn't - AND you have (as you say) over 300 'packs'? No one will ever be able to play a match.

You should probably re-think that bit of madness, unless I didn't understand you correctly.
Draw Something you have to buy colors etc.

My game only buy extra word packs however quite a lot
Can you come up with how players can play with wifi log on worldwide apart from a person buying a game and playing with friends and family members on same device ?

How much should I charge for this game in the first place also?
  #18  
Old 06-09-2013, 05:18 AM
squidgyjelly squidgyjelly is offline
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Quote:
Originally Posted by squidgyjelly View Post
Draw Something you have to buy colors etc.

My game only buy extra word packs however quite a lot
Can you come up with how players can play with wifi log on worldwide apart from a person buying a game and playing with friends and family members on same device ?

How much should I charge for this game in the first place also?


So I am guessing now that people will play via Wifi full games and I put ads on the games and with the players buying for their single device and playing on that with family and friends then it does not matter when they buy word packs ?
  #19  
Old 06-13-2013, 01:00 AM
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Red1 Red1 is offline
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