Bot Slayer 1.5.0.0

pinata14pinata14 Member Posts: 150
edited March 2012 in Announce Your Game!
Hey everyone! Check out my updated version of Box Slayer: "Bot Slayer 1.5.0.0"
Please comment with suggestions and also if you think I should add sound.
Have fun! http://arcade.gamesalad.com/g/74929
P.S. Do you guys think it will be worth it (get my money back) to get an apple ios publishing license and put it up for the Iphone and Ipad?
Thanks,
-Ryan

Comments

  • TaidakenTaidaken Member Posts: 271
    Do you guys think it will be worth it (get my money back) to get an apple ios publishing license and put it up for the Iphone and Ipad?
    Thanks,
    -Ryan
    as it is now. no, but if you have intentions of improving it (alot) then yeah maybe.

  • pinata14pinata14 Member Posts: 150
    @Taidaken
    hey, thanks for the reply.
    just wondering, by improving, what did you have in mind? gameplay, game plot, performance etc.?
    Thanks for the tip btw ;)
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    edited March 2012
    Releasing it as it is to the App Store won't cover the cost of your iOS Developer License, but you are on the right track and asking for creative criticism is great if you are looking to succeed in creating apps.

    The look of it would need a improving, the menu doesn't look inviting and in-game (from somebody looking at the screenshot in the App Store) looks a little bland.

    Also, and I'm not sure if it's just Gamesalad Arcade messing it up, but I've played it 3 times on Easy and died all 3 times and not really sure what you have to do.

    Unfortunately the App Store has become incredibly competitive and customers expect A LOT for $0.99 now. For a game like that, I would add in upgrades, a store to buy bigger guns with in-game credit that you earn as you kill more baddies and possibly a way to customise the look of the turret etc.

    Don't get me wrong, I'm not just coming on here to slate what you have done because it's obvious you've put a lot of time in learning Gamesalad and that's a lot more than a lot of people do, I just want to give a helping hand and point you in the right direction :)

    Ace
  • pinata14pinata14 Member Posts: 150
    @mynameisace
    thanks, these are definitely great tips ill take into consideration!
    I do realize that if you dont know what youre doing, the game even on easy is really hard. I plan to add a tutorial later, but basically you just try to kill all enemies on the screen at one time.
    and, I was actually thinking of putting up the game for free, and getting money from ads. Is that the way a good way to go for any game? and I was also wondering how do you make a game that has credit, and tracks your progress even when you close the game? and how do you incorporate this to make an upgrade page? wouldnt this take a long time to set all the attributes and rules so they dont interfere with each other?Once again I appreciate all of the help.
    -Ryan
  • TaidakenTaidaken Member Posts: 271
    Mynameisace pretty much covered everything. I can see what your Going for though and it has potential. Unfortunately I can't really help when it comes to attributes and rules at this time, I'm currently stressing out over my own games issues, and constantly trying to work things out in my head. And yeah it will take time, but the more time you put into it, the better the outcome.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Don't go with iAds, everybody on here will tell you that you'll be really lucky to make a couple of dollars a month with it, it's not a very good way of earning money. I've not had any experience yet with Kiip and Playhaven but I imagine that they are pretty similar, if not, then only marginally better.

    There is a save and load function in Gamesalad that allows you to save what attributes have been purchased, how much credit you have, etc. It is a little time consuming to set up, but I don't know of a game that's taken less than a month of solid work to make any measurable money. I started a game 2 days ago and don't imagine it'll be finished for at least 2 months and that's with working around 9 hours a day on it.

    Ace
  • pinata14pinata14 Member Posts: 150
    hmm ok, so I just tested my game, and the arcade has messed it up... the enemies don't take damage as fast as theyre supposed to. And as for the save and load functions, do those work throughout game closes so you can quit and come back later to play with the same upgrades?
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Yup, you can close the game and come back 3 years later and everything's good to go :)

    Ace
  • pinata14pinata14 Member Posts: 150
    so I would have to have save attribute function for every upgrade category and the level counter and the credit? Funny how it seems like an easier task to make many different levels in scenes than 1 scene with different difficulties... btw should I develop this in a mac format or iphone? i personally like mac better but it is a hassle converting all the sizes and speeds and some of the rules etc.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Yeah, you'd need a save for every attribute and then on your first scene, you'd need to load them all.

    Depends the game but you can have the difficulty as an attribute in one scene and then all the rules can be if game.difficulty = 1 do whatever otherwise if game.difficulty = 2 do something else. Should be fairly easy to do different difficulties in one scene.

    From a money point of view, do iOS. The Mac Store isn't anywhere near as profitable than the iOS store.

    Ace
  • pinata14pinata14 Member Posts: 150
    yea, I currently have my difficulties all on one scene, but it gets way too confusing with all the rules and trying to keep them from conflicting with each other. Also, how would a loading screen work? does it just load everything then move on, or is there a way to let the player know (by a bar etc.) the progress of the load and have a button to continue?
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I know what you mean, add notes in or rename your behaviours so you know what's what.

    Just put it on your menu screen, it'll load in the background almost instantly so it's not going to need a loading screen or hold up the gameplay at all.

    Ace
  • pinata14pinata14 Member Posts: 150
    Hey, is there a way to attach a file onto a post? I wanted to get feedback on a picture I have.
    Also, I wanted to know the best way to create movement for a mobile platform (currently I have WASD on a top down view for the mac, but mobile devices dont have a keyboard :/) I made a D-pad but I would like to know how to make a good joystick. Thanks,
    -Ryan
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