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#21
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Thanks for checking out my game!You peeked my curiosity, I'll check out Bastion .. is it available for iPad1? |
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#22
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Update: Just found the 2x button! Comment on speed removed. Great job and good luck! Last edited by djflippy; 08-29-2012 at 07:40 PM.. |
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#23
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Hi Jason by the way.
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#24
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I agree, it's been something I wanted to make more clear. I had thought perhaps a small countdown (3secs to fillup), but it seemed cumbersome. I'd like to have some simple intuitive solution, but I have found one yet? I'm open to ideas. Thanks about the art style comment, much appreciated. It's been an As for the pacing, I totally agree, it is a bit on the slow side at first. (which is why I have a "2x" speed button on the bottom left and a BURNOUT button within the pause menu) However, as you get to the later levels, when you're managing 5 or 6 units, in 1000+ simultaneous fires, you'll want the pace to be even slower.
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#25
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Just put about 20 mins in, not really into it. Controls put your fingers all in the way, no way to pin point where you NEED to go!
Gameplay seems OK, I'll put more time into it for sure. Also only looks like its has 15 missions. |
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#26
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I tell ya, it must have taken me two months just to optimize my code enough to handle 2000+ simultaneous fires (tested) on epic maps with 55,000+ terrain blits, on a phone no less. Now add line-path drawing units detecting and interacting with the terrain below it and that becomes a massive headache to optimize. If you could, let me know how it behaves in the later levels, like the San Francisco Golden Gate Park on your 3GS. If you think it's not too laggy, I'll keep it for 3GS. Thanks
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#27
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The "my finger is in the way" issue has been a very important concern that I have been battling for a decent solution. You may have noticed, my solution was to zoom up the exact terrain blit underneath your finger, however I only blit-zoom important terrain types based on the focused unit. For example, if you're moving the helicopter, it'll blit-zoom "deep water" if you need to fill up. Hose Team blit-zooms on "shallow water". Cut Teams blit-zooms everything while in cut mode. Fire is ALWAYS blit-zoomed for all units. If you have any other ideas to help with that, much appreciated ![]() As for the 15 levels, it's only the beginning. I already have 5 new levels built with objects that go BOOM and some additional functionality to deal with overlapping units. Depending on the success of the game, I have many many things I'd like to add to the game, like unit upgrades (faster helicopters, bigger bucket, better chainsaws, etc) and perhaps a level generator for users to build maps to play and share with others. For now, my wife has cut me off from programming anything more.. lmao!
Last edited by jasonredhawk; 08-29-2012 at 08:45 PM.. |
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#28
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![]() I can see myself loving it honestly, seems a little short on missions, but I see you're planning more. As for controls, if this is not on steam for PC soon it would be a crime. For iOS I feel like if the zoom box was offset to the top or right/left and not under your finger, it would feel like your finger is not in the way. As it is now it feels like my fingers are covering the space I need to see because the zoom box is also centered around my finger. So it still feels like they are in the way just the same, maybe offsetting that zoom box would help that feeling? It does seem like a great game, I'm going to put in more playtime for sure!
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#29
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#30
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Loving the in-game art style, the menus not so much. I think it would have fit the overall theme better to stick with a kind of pixel art style. Right now it looks a little cheap, like a Flash game, which it really isn't at all.
Aside from that minor gripe, I'm enjoying it. Looking forward to playing on the iPad
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