sciTunes needs some advice from GSers

scitunesscitunes Member, Sous Chef Posts: 4,047
Hi everyone,

I am on the verge of submitting a game I have been working on for 3 months (Adventures of Papa Wheelie). Here's the thing, every level of the game runs with very high FPS on my iTouch 4th gen. But on my iTouch 2nd gen I get this:

Platform levels: mid 40s with an occasional small "hiccup"
Physics Puzzle levels: 60 - good to go
Drop down levels: mid 40s - seems fine
Top Down Joystick Shooter levels - mid TWENTIES!!!!!! while firing nails (you have a nail gun) and 32 FPS when not shooting (but you need to shoot!)
Angry Birds levels - 45FPS - seems fine.

Question: Do I release it for all devices or restrict it to newer ones? It does not crash on the iTouch 2nd gen and the top down levels are playable, but noticeably rough. I hate to cut the customer base in half but bad reviews for what I feel is a great game would also suck.

Comments

  • JackBQuickJackBQuick Member Posts: 524
    In Yodapollo's Big Picture (August 2010), he wrote: "...dramatic improvement in performance. We’re talking better frame rates, better memory management, fewer crashes, fewer slowdowns. It’s big box of better."

    I would wait another couple of days for the update :)

    See A hint about the next update here ...
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    My fear is that the new version of GS is going to cause me to have to rebuild this game. I'm nervous that there will be so many changes to the new version that it will be like starting over. Part of me wants to submit it and then have an update ready after rebuilding the game in the newest version of GS.
  • ToastKittenToastKitten Member Posts: 360
    idk if this is possible, but could you initially restrict and then make it available after its had some time on the app store?
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Not sure. Does anyone here know?
  • WeswogWeswog Member Posts: 1,171
    I am pretty sure you can update it for all devices because the new binary would have no arm7 :)

    Cheers, Weswog
  • synthesissynthesis Member Posts: 1,693
    If it doesn't crash and the 2G performance is at least playable...then push it for all devices.

    We have found that at about 15-18 fps...the gameplay is "acceptable". Ideally it should be 25+.

    The key is crashes. If you aren't crashing...then push it out for all devices.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Thanks, synthesis. That's what I was wanting to hear!
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I agree with Synth. Maybe put a "3GS and above recommended". After all, all PC games have "minimum requirements" but you'd NEVER want to JUST meet them. LOL.
  • synthesissynthesis Member Posts: 1,693
    POLYGAMe said:
    Maybe put a "3GS and above recommended". After all, all PC games have "minimum requirements" but you'd NEVER want to JUST meet them.

    No need to do this...as there is NO WAY this will help sales.
    If it works...then that's is all that is important.
  • ChaserChaser Member Posts: 1,453
    I released Stick Climber for armv7 but I noticed on iPhone app store it doesn't specify yet it does on my computers app store. You have to ask yourself after you play it on the slower device would you be happy as a customer? My son (7yr) noticed the slow downs and I thought it was not acceptable so I stuck with armv7.
    Also, is it going to drive you nuts if you get bad reviews because of performance. It's just like real world customer service, those that are unhappy like to be heard more than those that are happy.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    synthesis said:
    No need to do this...as there is NO WAY this will help sales.
    If it works...then that's is all that is important.

    You're right... it's better not to tell the punters and let them feel ripped off when the game doesn't as well as it should.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Chaser said:
    I released Stick Climber for armv7 but I noticed on iPhone app store it doesn't specify yet it does on my computers app store. You have to ask yourself after you play it on the slower device would you be happy as a customer? My son (7yr) noticed the slow downs and I thought it was not acceptable so I stuck with armv7.
    Also, is it going to drive you nuts if you get bad reviews because of performance. It's just like real world customer service, those that are unhappy like to be heard more than those that are happy.

    Exactly. There is currently no way to actually stop it working on devices properly. I restricted Max Vector yet only a few buyers were told they couldn't install it... most could... hence why I think it would be better to have a simple "3GS recommended" disclaimer.
  • ChaserChaser Member Posts: 1,453
    I'd say put in the 3gs disclaimer after apple approves then remove once GS speeds up
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Yeah, good call ;-)
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