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TIGSource ForumsCommunityDevLogsSUPER III Mobile
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Zack Bell
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« Reply #700 on: October 08, 2014, 10:45:50 PM »

EDIT: This weekend I've been trying to make content for the Game Maker Marketplace. I'm not sure how great the community is, but if it helps make ends meet, then it's good for SUPER III.

That rope stuff looks really cool! Is that integrated with the MASH Engine?

Nope, this is all my own stuff for the marketplace. This thing is actually contract work that I'm doing to you know...afford food and gas :D



In other SUPER III news, the Xbox One devkit is arriving soon  Shocked
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Zack Bell
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« Reply #701 on: October 16, 2014, 12:53:03 AM »

I finally figured out the iOS module nonsense and ported SUPER III over to my iPhone 5. I ported it directly as a test (I had a version designed to better suit the platform), however, it was fun as hell as a direct port...

 Mock Anger

Tilt to run. Tap to jump. Tap in mid-air to teleport. I played through the alpha a few times on my phone and it made me really happy. I'm not sure if this is something that people would get into, but it certainly put some new ideas into my head!  Hand Thumbs Up Right
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Christian
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« Reply #702 on: October 16, 2014, 03:28:00 AM »

I finally figured out the iOS module nonsense and ported SUPER III over to my iPhone 5. I ported it directly as a test (I had a version designed to better suit the platform), however, it was fun as hell as a direct port...

 Mock Anger

Tilt to run. Tap to jump. Tap in mid-air to teleport. I played through the alpha a few times on my phone and it made me really happy. I'm not sure if this is something that people would get into, but it certainly put some new ideas into my head!  Hand Thumbs Up Right
I love the sound of this...but tilt to run? Maybe I'm somewhat biased, since I've played many precision platormers on IOS, and tilt for movement just sounds very unwieldly.

But, Super III on IOS would be fantastic! Finally played the alpha and I'm annoyed that the KS didn't succeed because the game is already so solid. Teleporting has a really weighty, satisfying feel to it.
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Zack Bell
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« Reply #703 on: October 16, 2014, 06:27:49 PM »

I finally figured out the iOS module nonsense and ported SUPER III over to my iPhone 5. I ported it directly as a test (I had a version designed to better suit the platform), however, it was fun as hell as a direct port...

 Mock Anger

Tilt to run. Tap to jump. Tap in mid-air to teleport. I played through the alpha a few times on my phone and it made me really happy. I'm not sure if this is something that people would get into, but it certainly put some new ideas into my head!  Hand Thumbs Up Right
I love the sound of this...but tilt to run? Maybe I'm somewhat biased, since I've played many precision platormers on IOS, and tilt for movement just sounds very unwieldly.

But, Super III on IOS would be fantastic! Finally played the alpha and I'm annoyed that the KS didn't succeed because the game is already so solid. Teleporting has a really weighty, satisfying feel to it.

I took your comments to heart and I think they really improved the overall idea.  Kiss
Basically, it's an auto-runner, but you screenwrap, so you can give the player time to think plan prior to jumping up to a new area. Simple controls: tap to jump/walljump, tap again in mid-air to teleport. That's it. He turns around when running into a wall.

This creates some interesting platforming puzzles when combining the screenwrap with the switch blocks now that you can't just turn around whenever.

Thoughts?

EDIT: GIFs from iPhone. Dumb. I think I'll just compile on Windows and substitute a mouse-click... Facepalm
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Christian
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« Reply #704 on: October 16, 2014, 06:45:08 PM »

I finally figured out the iOS module nonsense and ported SUPER III over to my iPhone 5. I ported it directly as a test (I had a version designed to better suit the platform), however, it was fun as hell as a direct port...

 Mock Anger

Tilt to run. Tap to jump. Tap in mid-air to teleport. I played through the alpha a few times on my phone and it made me really happy. I'm not sure if this is something that people would get into, but it certainly put some new ideas into my head!  Hand Thumbs Up Right
I love the sound of this...but tilt to run? Maybe I'm somewhat biased, since I've played many precision platormers on IOS, and tilt for movement just sounds very unwieldly.

But, Super III on IOS would be fantastic! Finally played the alpha and I'm annoyed that the KS didn't succeed because the game is already so solid. Teleporting has a really weighty, satisfying feel to it.

I took your comments to heart and I think they really improved the overall idea.  Kiss
Basically, it's an auto-runner, but you screenwrap, so you can give the player time to think plan prior to jumping up to a new area. Simple controls: tap to jump/walljump, tap again in mid-air to teleport. That's it. He turns around when running into a wall.

This creates some interesting platforming puzzles when combining the screenwrap with the switch blocks now that you can't just turn around whenever.

Thoughts?

EDIT: GIFs from iPhone. Dumb. I think I'll just compile on Windows and substitute a mouse-click... Facepalm
Oh, I didn't mean you should remove controlling movement entirely and make Super III an auto runner. I've played regular platformers with solid responsive touch controls. I'd recommend checking out League of Evil, Mikey Hooks, VVVVVV, Penumbear, 14px, Mini Dash, and/or Incoboto. Just that tilt to move in a platformer seems like it would be awkward and imprecise.

I don't think GIFs were embedded
« Last Edit: October 16, 2014, 06:54:01 PM by Christian » Logged

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« Reply #705 on: October 16, 2014, 06:46:07 PM »

I finally figured out the iOS module nonsense and ported SUPER III over to my iPhone 5. I ported it directly as a test (I had a version designed to better suit the platform), however, it was fun as hell as a direct port...

 Mock Anger

Tilt to run. Tap to jump. Tap in mid-air to teleport. I played through the alpha a few times on my phone and it made me really happy. I'm not sure if this is something that people would get into, but it certainly put some new ideas into my head!  Hand Thumbs Up Right
I love the sound of this...but tilt to run? Maybe I'm somewhat biased, since I've played many precision platormers on IOS, and tilt for movement just sounds very unwieldly.

But, Super III on IOS would be fantastic! Finally played the alpha and I'm annoyed that the KS didn't succeed because the game is already so solid. Teleporting has a really weighty, satisfying feel to it.

I took your comments to heart and I think they really improved the overall idea.  Kiss
Basically, it's an auto-runner, but you screenwrap, so you can give the player time to think plan prior to jumping up to a new area. Simple controls: tap to jump/walljump, tap again in mid-air to teleport. That's it. He turns around when running into a wall.

This creates some interesting platforming puzzles when combining the screenwrap with the switch blocks now that you can't just turn around whenever.

Thoughts?

EDIT: GIFs from iPhone. Dumb. I think I'll just compile on Windows and substitute a mouse-click... Facepalm
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« Reply #706 on: October 16, 2014, 07:22:15 PM »

rip.... ?
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Zack Bell
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« Reply #707 on: October 16, 2014, 07:41:11 PM »

I finally figured out the iOS module nonsense and ported SUPER III over to my iPhone 5. I ported it directly as a test (I had a version designed to better suit the platform), however, it was fun as hell as a direct port...

 Mock Anger

Tilt to run. Tap to jump. Tap in mid-air to teleport. I played through the alpha a few times on my phone and it made me really happy. I'm not sure if this is something that people would get into, but it certainly put some new ideas into my head!  Hand Thumbs Up Right

I love the sound of this...but tilt to run? Maybe I'm somewhat biased, since I've played many precision platormers on IOS, and tilt for movement just sounds very unwieldly.

But, Super III on IOS would be fantastic! Finally played the alpha and I'm annoyed that the KS didn't succeed because the game is already so solid. Teleporting has a really weighty, satisfying feel to it.

I took your comments to heart and I think they really improved the overall idea.  Kiss
Basically, it's an auto-runner, but you screenwrap, so you can give the player time to think plan prior to jumping up to a new area. Simple controls: tap to jump/walljump, tap again in mid-air to teleport. That's it. He turns around when running into a wall.

This creates some interesting platforming puzzles when combining the screenwrap with the switch blocks now that you can't just turn around whenever.

Thoughts?

EDIT: GIFs from iPhone. Dumb. I think I'll just compile on Windows and substitute a mouse-click... Facepalm
Oh, I didn't mean you should remove controlling movement entirely and make Super III an auto runner. I've played regular platformers with solid responsive touch controls. I'd recommend checking out League of Evil, Mikey Hooks, VVVVVV, Penumbear, 14px, Mini Dash, and/or Incoboto. Just that tilt to move in a platformer seems like it would be awkward and imprecise.

I don't think GIFs were embedded

Yeah, I know. I just thought I'd try since it is so different from other runners. It's still a mostly-vertical game. I just thought it was interesting how the auto-runner features made the puzzles a lot more interesting.

This is a much simplified version of the idea, specifically for mobile. It won't be a port OR a replacement. I guess that answers Mr Shrooms question as well. Definitely not dead, we just can't make visual/audio progress while broke so I'm experimenting.

Smiley
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« Reply #708 on: October 16, 2014, 11:19:00 PM »

rip.... ?

my joke doesn't make a lick of sense now that you've fixed your post
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Zack Bell
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« Reply #709 on: October 18, 2014, 11:17:44 PM »

I'm messing with a bunch of mobile menu + polish stuff for #screenshotsaturday. It has been a fun change of pace. I think I'll do a more in depth post about this little project soon.

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jctwood
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« Reply #710 on: October 19, 2014, 06:23:55 AM »


Nope, this is all my own stuff for the marketplace. This thing is actually contract work that I'm doing to you know...afford food and gas :D



In other SUPER III news, the Xbox One devkit is arriving soon  Shocked


i know someone who is building a GM game and needs a rope, they were trying to use the built in joints but it really wasn't working, this would be perfect for them. I hope you are able to get some interest, everything looks so beautiful.
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Zack Bell
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« Reply #711 on: October 21, 2014, 09:50:44 PM »


Nope, this is all my own stuff for the marketplace. This thing is actually contract work that I'm doing to you know...afford food and gas :D



In other SUPER III news, the Xbox One devkit is arriving soon  Shocked


i know someone who is building a GM game and needs a rope, they were trying to use the built in joints but it really wasn't working, this would be perfect for them. I hope you are able to get some interest, everything looks so beautiful.

Thanks! It's actually the top featured product on the marketplace! It has been selling very well and has helped me quite a bit! In other news, here is one of the implicit tutorial levels running on my iPhone 5.

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Zack Bell
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« Reply #712 on: October 23, 2014, 09:52:20 PM »

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Reilly
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« Reply #713 on: October 24, 2014, 07:00:33 AM »

That seems like a bit much. Kinda disorienting.
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« Reply #714 on: October 24, 2014, 07:12:49 AM »

Dat screen shake tho :3

But I agree with Reilly maybe tone down the effect a bit.
The way it used to look worked well, subtle yet effective without getting in the way of gameplay.
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Oddball
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« Reply #715 on: October 24, 2014, 07:30:30 AM »

I feel like the screen should shake left and right, and not rotate. It seems to me the force of the dash would make it shake left/right.
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« Reply #716 on: October 24, 2014, 07:40:52 AM »

I feel like the screen should shake left and right, and not rotate. It seems to me the force of the dash would make it shake left/right.
In Game Maker rotating the view is much easier than make a directional shake, as you have to make the level bigger to allow moving in the different directions. I do the same in SwapQuest, but yeah, in this game it might be better to go the extra mile.
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Zack Bell
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« Reply #717 on: October 24, 2014, 07:43:14 AM »

You actually don't have to make the view/room bigger to shake the screen, I just had this rotate thing left in from a test. I'm not quite sure if I'll leave it in or change it back. It doesn't look great in the gif mostly due to cutting the gif down to 10fps to make it more portable.

It looks fine running at 30+. Others have mentioned it though, so it'll probably change.
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« Reply #718 on: October 24, 2014, 07:51:30 AM »

You actually don't have to make the view/room bigger to shake the screen, I just had this rotate thing left in from a test. I'm not quite sure if I'll leave it in or change it back. It doesn't look great in the gif mostly due to cutting the gif down to 10fps to make it more portable.

It looks fine running at 30+. Others have mentioned it though, so it'll probably change.
What about this idea, the screen shakes depending on the orientation of the impact.

I'm thinking about the boss battle with the blow fish that's on the front page.
If the object impacts the floor (like the boss does) or ceiling then the screen shakes up and down.
But if he slams into the side of the walls (like the main character's dash) the screen would move left and right.

Just putting in my 2 cents ^^
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« Reply #719 on: October 24, 2014, 09:44:22 AM »

You actually don't have to make the view/room bigger to shake the screen, I just had this rotate thing left in from a test.
Mh, I thought it would just not do it if there's no space to shake to. But then I think it is black (or the background color) when you shake outside of the room.
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