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  #11  
Old 10-11-2012, 06:52 PM
Royce Royce is offline
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iPad mini
 
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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  
Old 10-11-2012, 07:28 PM
Riggerman Riggerman is offline
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Quote:
Originally Posted by Royce View Post
I'm downloading too to try it out, but you do realizes joystick is not the same thing as relative touch right?
Hey Royce! Yes, I realize this. I just think something that resembles a joystick works best for my game. If I understood correctly, "relative touch" is like how you control the ship on iFighter (by touching and swiping in the direction you want the ship to go, correct? Like keeping the ship under your finger).
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:
Originally Posted by Royce View Post
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
Can you talk more about your concerns on extra ships and scoreboard legitimacy, please?

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  
Old 10-11-2012, 08:46 PM
poppichicken poppichicken is offline
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iPhone 4, iOS 5.x
 
Join Date: Mar 2012
Posts: 27
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Quote:
Originally Posted by Riggerman View Post
Hey Royce! Yes, I realize this. I just think something that resembles a joystick works best for my game. If I understood correctly, "relative touch" is like how you control the ship on iFighter (by touching and swiping in the direction you want the ship to go, correct? Like keeping the ship under your finger).
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.
Have you played any of Cave's shooters?
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  
Old 10-11-2012, 08:50 PM
Goose Goose is offline
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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  
Old 10-11-2012, 09:38 PM
KentLango KentLango is offline
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iPad (3rd Gen), iOS 5.x
 
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Quote:
Originally Posted by Goose View Post
Relative touch means the ship moves relative to my finger ie. I move my finger one inch up, the ship moves one inch up.
I think this is absolute, not relative.
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  #16  
Old 10-11-2012, 10:06 PM
Royce Royce is offline
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Quote:
Originally Posted by KentLango View Post
I think this is absolute, not relative.
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  
Old 10-11-2012, 10:57 PM
KentLango KentLango is offline
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Quote:
Originally Posted by Royce View Post
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.
yes, you're right. I got it now.

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  
Old 10-12-2012, 08:18 AM
Riggerman Riggerman is offline
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iPad 2, iOS 6.x
 
Join Date: Oct 2012
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Quote:
Originally Posted by poppichicken View Post
Have you played any of Cave's shooters?
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.
Thanks for the tip Pop! I downloaded two of their Lite games (they charge up to $14 in a full game, wow!) and it is really what I mentioned, it's like iFighter controls 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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