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877305 Posts in 32856 Topics- by 24295 Members - Latest Member: raithza

May 19, 2013, 05:35:14 AM
TIGSource ForumsDeveloperFeedbackDevLogsFlew the Coop
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Author Topic: Flew the Coop  (Read 5218 times)
JasonPKaplan
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« Reply #15 on: May 19, 2011, 07:28:21 AM »

We're rounding the final bend before initial submission.  That was going to be this week, but due to a lot of useful and constructive criticisms over the past weekend, it has been pushed to next week to balance and make changes.

Those changes have been made, and it plays well.  Now, we need to get art complete (almost there!), add sounds (this is the biggest hold up), fix a few bugs, and then done.

I've added the following to the initial post.

Quote
Flew The Coop is an autorunner in a similar fashion to Canabalt, but freakin' adorable as it has cute farm animals and a kinda off-putting farmer, who dictates the only lose condition in the game; get caught and your run ends.
Otherwise, bumping into animals freezes control for a short while and reduces speed.  You can run along the backs of animals and buildings and bounce off pigs and hitting weather vanes gives a temporary massive speed boost.
Score is determined by distance traveled, so score increases faster the faster you are traveling. It's one-button input; tap anywhere on the screen to jump, tap and hold to jump higher, tap and keep holding to max out the jump and flutter on the way down.  If you let go and press again, the flutter resumes.  Time a tap on the bounce of a back of a pig to bounce higher.

Flew The Coop will support Game Center on iOS and if it does well will likely be ported to Android, WP7, and possibly XBLIG, Steam, or Mac App Store. (Hooray for cross-platform engines!)

And that is where we are.
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JasonPKaplan
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« Reply #16 on: June 01, 2011, 07:34:34 PM »

Unsurprisingly I am late on this, but it's not for lack of work.

Turns out older devices didn't like the 7MB of art, especially with the sound we put in this week which is AMAZING.  So we did a lo-res version of all art, got that in, and fought our way to victory.

It now builds Universal on iOS devices post iOS3.x, and is ready for submission on iPad and iPhone4; only bug is on 3G/3GS, our farmer is a little messed up.  Will be fixing that tomorrow and then submitting.

And then we wait.
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JasonPKaplan
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« Reply #17 on: June 08, 2011, 12:32:45 PM »

Big success! Flew the Coop was accepted by Apple and will be available on the App Store as soon as my paid applications contract comes through.
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allen
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« Reply #18 on: June 08, 2011, 01:00:32 PM »

congrats! the game looks cute, don't have an iOS device or I'd check it out, but I do wish ya luck.
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JasonPKaplan
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« Reply #19 on: June 08, 2011, 01:22:56 PM »

Well, there are hopes to make it playable on other platforms too, so you may be able to one day! (Or convince a friend with an iOS device to get it! :D)
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Droqen
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« Reply #20 on: June 08, 2011, 01:29:41 PM »

Apologies for a general lack of Dream.Build.Pirattitude and supercongratulations for getting it onto that there shop I wish you the best of luck in getting what you desire out of this game o.o (AND MORE)

Also you are never on msn >:0
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JasonPKaplan
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« Reply #21 on: June 10, 2011, 06:08:17 AM »

Thank you for the supercongratulations!

Okay so here's the link, mon amis: http://itunes.apple.com/ca/app/flew-the-coop/id436448309?mt=8

Please help support my indie game development! Smiley (Also those who contributed to the project!)
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Zaknafein
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« Reply #22 on: June 10, 2011, 10:26:45 AM »

I take it the game runs smoothly on old 3G iPhones?

Edit : D'erp, I just saw that you talked about that a couple of posts earlier. Will buy later today!
« Last Edit: June 10, 2011, 10:33:33 AM by Zaknafein » Logged

JasonPKaplan
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« Reply #23 on: June 10, 2011, 10:44:16 AM »

No, fair question.  To be perfectly honest, the build I submitted was supposed to be iOS4 only, but despite setting that in debug and release, I forgot to for distribution, and so it's marketed as iOS3 compatible.  Now, they accepted it... so I'm guessing it works... but I've only ever tested on iOS4.x devices.  The iPhone 3G supports that, so it works (I myself own a 3G, can't wait for the iPhone 5, crossing fingers for fall), but first generation iPod Touches... I'm not sure.

It's out and that's that, unless I want to resubmit a build right away, so there's not much I can do about it except hope... and start working on a real update 1, this time making SURE it works on first gen iPod touches (which can't upgrade beyond iOS3.1.3) while adding the other functionality.  Hopefully I can get it to the point that I can guarantee it works.  And if not, then I update it to a iOS4.0 app, and hope I'm not letting anyone down.

If your iPhone 3G is not updated to iOS4 (which would be a fair thing to do, so much bloat) then I've never tested that configuration and honestly don't know.  But since iOS4 is a more memory-hogging OS, it should work on the lighter iOS3.

Anyway.  Hope that, er, clears that up.  If you buy it and it doesn't build, hold out--it should in v1.1, and if I absolutely can't make it work and we go to 4.x, email me your address and I will mail you a button as apology. Smiley (Also I think you can yell at iTunes to get reimbursed by them.)
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JasonPKaplan
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« Reply #24 on: June 10, 2011, 01:33:57 PM »

And a belated gameplay video: http://www.youtube.com/watch?v=QoVX9qPZArM High energy fun!
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JasonPKaplan
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« Reply #25 on: September 30, 2011, 06:13:25 AM »

In celebration of the release of my new game, Go!Speed!Go!, Flew The Coop is FREE for this weekend.  You can get it here.
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