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iPad: Minicraft for iOS

01-30-2012, 09:05 AM
#11
A new build has been uploaded with Multi Touch added.

Saving / Loading is coming.

Other features coming:

1. Load / Save
2. Sounds
3. Game Center - Highscores / Achievements.

Any other suggestions will be welcomed.
01-30-2012, 10:05 AM
#12
The multitouch version is available, or just in review?

I just downloaded it (after trying the original), so haven't tried it yet. I liked the web version.

01-30-2012, 11:06 PM
#13
I am confused, is this different from Microcraft by Rory Harvey? Same last name, is the game the same? One is .99 and one is Free.
01-31-2012, 01:21 AM
#14
Quote:
Originally Posted by BazookaTime View Post
I am confused, is this different from Microcraft by Rory Harvey? Same last name, is the game the same? One is .99 and one is Free.
I would also like to know this.

Game Center ID: Snooptalian
01-31-2012, 01:39 AM
#15
It is not the same as 'Microcraft'. You can see the screenshots are completely different. Try using the App Store link near the top of this thread. I found it before that was added by searching on this developer's name.
01-31-2012, 08:26 AM
#16
Any chance the d-pad and buttons could be made a lot smaller on the iPad? They needlessly cover a huge amount of the screen. Otherwise, this is fun. Glad to have it!
01-31-2012, 09:44 AM
#17
Okay, so not the exact game. Just odd that Phil Harvey releases Minicraft and right after Rory Harvey releases Microcraft.



EDIT:Tried out both games and they are of course the same theme but different as well. My feeling is that if you combined the two games, it would be pretty good. Menu is more intuitive with Microcraft but I like that Minicraft is Universal.

Last edited by BazookaTime; 01-31-2012 at 09:59 AM.
01-31-2012, 01:57 PM
#18
Ok. One more suggestion. There seems to be one bug I noticed with this code compared to minicraft on the computer. The underground sections appear all lit up where in the original, you needed to make lanterns to light the way or place on the floor to light sections. In this one, it's completely bright and not benefiting to make lanterns at all. Setting up light trails was a big part of underground navigation. Though I'm glad you seemed to knock out the other parts first. Can't wait to try them out.

What would make the controls perfect is if they had a virtual joy option (would be nice if there was a standard library for that) like stuff that is used in the dungeon hunter series. Still, what is there kind of works.. Maybe better with multitouch. Though a virtual joy usually takes away all (missed input) issues of touch screen controls. The buttons on the right are a-ok. The multitouch might already improve them to spec.

Last edited by Foiden; 01-31-2012 at 02:04 PM.
02-02-2012, 07:11 AM
#19
Will look into the bug with the underground levels.

As for Rory and I, we are not related or know each other at all. Just a coincidence.

Will also look at changing the D-Pad to a joystick.

Phil
02-04-2012, 05:45 PM
#20
Quote:
Originally Posted by iphonedeveloper View Post
Will look into the bug with the underground levels.

As for Rory and I, we are not related or know each other at all. Just a coincidence.

Will also look at changing the D-Pad to a joystick.

Phil
Instead of changing it to a joystick, would it be feasible to make it an option?

Anyway, I'm looking forward to the save feature and the fixing of the underground glitch. Aside from a little lagginess, this game is as good as the web version.

https://sites.google.com/site/tria1andfai1ur3/home

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