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761
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Feedback / DevLogs / Re: TIGSource Devlog Visual Map!
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on: October 19, 2012, 05:28:48 AM
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If I haven't already, I'd also like to thank you for including Pioneers in the first two issues. Sweeeeet. I hope to produce something noteworthy again soon  The latest one with all its fancy games is looking rad! Keep it up, I've already found some nice projects that I might have not otherwise.
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762
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Developer / Creative / Re: Crap Ville
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on: October 19, 2012, 12:05:57 AM
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Without knowing your idea, here's one: What if it'd be something like reverse-Postal, where all townspeople are sick twisted maniacs and you are the only decent person trying to live your normal life. Like taking your car to the repairs but upon receiving it you find out that the mechanics entered a destruction derby with it. Or getting pissed on walking on the streets. Or getting shotgun shoved to your face by the shopkeeper who then takes all your money instead of you buying the goods. You either take all the crap that comes your way or retaliate hence becoming one of them and losing the game.
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763
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Developer / Creative / Re: Game dev addiction.
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on: October 17, 2012, 10:56:37 AM
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i cant speak for filmmakers but "i don't listen to music anymore" is something you get from veteran musicians a lot.
That's just getting old. I'm 25 and I feel I'm out of touch with a lot of things in the world. I see all sorts of teenage crazes but I just don't care. Instead of trying to figure it out, I consider most of the new stuff crap and the youths idiots, and enjoy what I have and what I know.
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764
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 17, 2012, 07:48:18 AM
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Thanks, I'll go trough these for ideas, though really this isn't a map in my case. A map will be a separate thing, like something on paper.
And man, those old maps are must've taken ages to draw.
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766
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 16, 2012, 09:50:10 AM
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Last weekend I worked on the overworld feature in the game but then scappred it. As I said previously, it was about uncovering tiles like in the main section of the game only on a much smaller scale but it didn't look nearly as good nor was it very feasible with a large world. So, I started thinking about something different. Here's a MOCKUP (so don't mind the sidebar nor everything else that's lacking). Click it to embiggenize. It's like looking into a cupI think it looks cool this way instead of just drawing a screenfull of black tiles and a blue path going trough that. I also like that this makes it look like a distinct stage at the game because the sailing part and the actual exploration are very different. The ship is small but it makes drawing all 8 angles much easier. I hope. The white arrow shows the direction your ship is headed in. There will be some buttons for turning the ship. The arrow in the bottom-right section of the circle shows the wind direction. I've been reading a little about sailing and how the wind in the sails works exactly and some things of that will go into the game but no hardcore sailing simulation of course. I'm simplyfing things so if you have tailwind you only go as fast as the wind but if you orient yourself so that the wind comes at a right angle you can go much faster. In real-life this is called tacking, a zig-zag motion, but I'll probably make it a straight line movement. If the wind dies, you're out of luck so having enough supplies is important.
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771
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Player / General / Re: Any european devs around here? :)
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on: October 15, 2012, 10:47:16 AM
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I would really like to defend our own Polish beer, but that's actually true, nothing beats Czech beer. I don't know, I think Irish beer is better, darker ales especially.
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773
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Feedback / Playtesting / Re: "Tomb Robber" (or something) Platformer Demo
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on: October 14, 2012, 11:43:26 AM
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What great game! Interesting mixture of Pharao's Tomb and Livingstone, I Presume. I like the graphics, they take me back to more simpler times. At first I thought the jumping felt odd. Being able to control the height of the jump would be great but the more I played, the more I got used to it. I like the traps, but saying "you tend your wounds" after being decapitated was a bit funny. All in all, jolly good performance. Keep it up! 
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776
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Player / General / Re: Is this you?
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on: October 12, 2012, 11:24:23 AM
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I thought mobile developers were just developers that moved around a lot.  That is either agile development or dynamically typed language.
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777
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Feedback / DevLogs / Re: The Roguelike that lacks a Name (Updated Game)
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on: October 12, 2012, 07:27:50 AM
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I agree with Quarry and The Rookie.
Some FEED BACK:
* ASCII characters art-style does not fit at all as it's very clear these are not characters but full-fledged tiles (anti-aliasing is a dead giveaway) and if you're using tiles, use tiles. There was a time and place for such style but not now nor this game. * The font face does not fit. It's too ... round ... too modern. * Text on the message box button does not fit the bounds. * The > character seems to be above the message box a little. Could be some edge thing. * It's all a bit boring, I mean it's been done to death. What's unique about your take on the rogue-like? You stated that one of the uniqueness is that everything is very random. That is good. I guess. To some people. But where is the personality in that? The game should tell something about its author, but if all is decided by rolling some numbers, where are you in all that? If the author/author's identity gets lost or it feels like playing a spreadsheet then the game is not likeable aka. no one cares.
This is all I can comment as this is all you've given us to ponder on.
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779
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Player / General / Re: Is this you?
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on: October 12, 2012, 01:58:29 AM
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What worries me, is that when I turn 30, I'm no longer a mobile developer ... what am I then?! 
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780
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Community / Townhall / Re: New iOS game: Tunnel Juggler
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on: October 11, 2012, 09:44:52 AM
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Just dont think it presents well enough to just buy it. Remember there's a million other 99 cent games out there. Its not really about price but rather the high availability of other games. If I have 50 bucks to spend on games I'm not going to buy 99 games because I wont play all of them. I don't like to buy stuff I don't play watch, I already have enough games and movies at home that are unopened. And.... i have digressed. Real test, give it to a 10 year old and see if they would rather buy a single song or your game. Have to keep in mind that in the pre-paid market (under 18 mostly) you are competing against songs as well. 1 song or your game. I'll stop babbling now.
That is an excellent summary of the App Store and what exactly is wrong with it - it's oversaturated with sub-par games so even if you make something worthwhile, it's damn difficult to stand out. HThe game saves its data in the iCloud, and the APIs I use for that require iOS 6... (like CowBoyDan said) I was hoping ppl would upgrade quite quickly to the latest Apple OS so I didn't think it would be a problem.
The reason I haven't updated is that I'm an iOS developer and the phone I'm using is from work and I use it to test stuff on. While we have the new iPhone also and older ones that have been upgraded, it's always wise to have wide spectrum of devices and versions, because things don't always work the same. Especially now with going from iOS 5 to 6.
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