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#11
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Game seems like it could be okay, though I'm not sure how the ability to buy extra lives could affect scoreboard legitimacy. However, the controls just don't work for me. Tilt is just no for a shmup, and the joystick/RTish option only gives you a tiny box to use in the corner of the screen. Will try on iPad later.
Also I seem to be able to fly completely off the side of the screen out of view
Last edited by Royce; 10-11-2012 at 07:01 PM.. |
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#12
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That would leave a gap on how the player is supposed to choose which secondary weapon to fire. Any ideas? ![]() The current joystick concept works well because the player feels like holding a joystick, with the directional on the left thumb and buttons on the right hand. It is my personal favorite. But again, I am very open to feedback and ideas to improve the game. Don't be shy on the comments, I'll do my best to keep updating as long as people are downloading and playing. Quote:
Yeah, you can steer off the screen a little bit and the screen goes with you with a delay. This effect is intended to loosen up a bit the closed-box space, and the parallax effect it does is also cool visually ![]() And thanks again for all the comments, I'm very happy to know people from the other side of the world are playing my game!
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#13
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Their games have probably the best relative touch controls you'll find anywhere on iOS. I don't know how hard it would be to create such precise controls, but it's certainly worth aiming for. As for choosing which secondary weapon to fire... 2 buttons would do the trick. So, relative touch for the ship's movement, and 2 buttons for the secondary weapons. |
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#14
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Relative touch means the ship moves relative to my finger ie. I move my finger one inch up, the ship moves one inch up.
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#15
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I think this is absolute, not relative.
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#16
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By absolute do you mean direct touch? That's when it moves with your finger exactly, like right under it. Relative is similar, but it doesn't matter where your finger is or where the ship is. The ship just mimics the movement of the finger.
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#17
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In this case, make more sense the movement of the ship is equal the movement of the finger x 2, or some other rate that would speed up the ship. I don't know, I would have to test it... Last edited by KentLango; 10-11-2012 at 11:02 PM.. |
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#18
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This shouldn't be hard to add, I'll be looking at it on the next update. Thanks a lot for the heads up!One things readers that haven't played Wingbreaker should know: my game is not the classic (usually asian) shoot 'em ups like the Cave ones. I played "DoDonPachi Resurrection" a little and was overwhelmed (in a not-so-good way) by the amount of detail and flying bullets on-screen. I was certainly trying to simplify things while creating my game and headed in the opposite direction. If you enjoy this frenzyness, then maybe Wingbreaker is not your cup of tea I tend to see my game as an "introduction to shooters" in terms of difficulty for casual players and people that usually do not play this kind of game. But I also had a good reception from players that had contact with shmups before, as the game gradually gets harder and challenging specially in Arcade Mode. |
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