Monimals by Unseen-Studios

09-06-2012, 06:40 AM
#91
So when is the release
09-06-2012, 10:43 AM
#92
POKEMON!
GOTTA CATCH EM A-...

Oh wait wrong game.

09-10-2012, 05:31 PM
#93
Any news on this?? Looks good??
09-28-2012, 08:48 AM
#94
A little news update:

Upon release Monimals will support the new iPhone 5 resolution here is how the battle screen now looks at this new resolution:


(Scaled to 50% so you can see everything)

Due to us supporting the new screen size it means we can no longer support any device below iPhone 3GS due to Apple removing support for these devices from the newest SDK.

We will also be including GameCenter and iCloud saves out of the box so you can carry on playing the Universal build across all your devices.

In terms of length we are looking at a length comparable of that of a Pokemon game. Somewhere in the region of 6-10 hours to play through the story. If you want to catch and train all the Monimals however, expect this number to significantly increase.

And lastly a sneak peek at our proposed icon for the game:


Unfortunately I can still not give a concrete release date but we are working hard to bring you the best most complete game possible.

Last edited by Unseen Studios; 09-28-2012 at 08:50 AM.
09-28-2012, 10:26 AM
#95
Quote:
Originally Posted by Unseen Studios View Post
A little news update:

Upon release Monimals will support the new iPhone 5 resolution here is how the battle screen now looks at this new resolution:


(Scaled to 50% so you can see everything)

Due to us supporting the new screen size it means we can no longer support any device below iPhone 3GS due to Apple removing support for these devices from the newest SDK.

We will also be including GameCenter and iCloud saves out of the box so you can carry on playing the Universal build across all your devices.

In terms of length we are looking at a length comparable of that of a Pokemon game. Somewhere in the region of 6-10 hours to play through the story. If you want to catch and train all the Monimals however, expect this number to significantly increase.

And lastly a sneak peek at our proposed icon for the game:


Unfortunately I can still not give a concrete release date but we are working hard to bring you the best most complete game possible.
I am excited!
09-28-2012, 11:09 AM
#96
Joined: Mar 2012
Location: BBC Studio
Posts: 195
I am very impressed by your work.
09-28-2012, 11:11 AM
#97
I just hope they don't take the freemium road. I'm easily willing to pay $5 for a good game. Freemium, not so much, would pass on a freemium.
09-28-2012, 11:55 AM
#98
Joined: Sep 2011
Location: iANiMeX's left ear
Posts: 2,872
Quote:
Originally Posted by Unseen Studios View Post
A little news update:

Upon release Monimals will support the new iPhone 5 resolution here is how the battle screen now looks at this new resolution:


(Scaled to 50% so you can see everything)

Due to us supporting the new screen size it means we can no longer support any device below iPhone 3GS due to Apple removing support for these devices from the newest SDK.

We will also be including GameCenter and iCloud saves out of the box so you can carry on playing the Universal build across all your devices.

In terms of length we are looking at a length comparable of that of a Pokemon game. Somewhere in the region of 6-10 hours to play through the story. If you want to catch and train all the Monimals however, expect this number to significantly increase.

And lastly a sneak peek at our proposed icon for the game:


Unfortunately I can still not give a concrete release date but we are working hard to bring you the best most complete game possible.
Is this going to be like minomonsters? The green health bars puts me on that topic.
09-28-2012, 01:26 PM
#99
Looking good so far guys! Keep up the good work and get it released already!!
10-12-2012, 11:38 AM
Monimals looks fantastic, I've been following this thread for a while and I haven't seen a post recently so I just wanted to check in and see how things are going.