This game looks great! I went ahead and bought it since you dropped the price from $2,578.05 I'll leave a review when I get a chance to play it tonight. I need to update my game for iphone 5 but I managed to squeeze it in before the 1st May so I hope they approve it. Good luck with sales mate!
Hahaha thanks @yorooster Hope you enjoy it! When you're not playing the main game try exploring all of the secrets of the main menu. And best of luck to your game making the deadline! And good luck with sales my friend!
Downloaded yesterday and am really enjoying it. Love all the silliness and all the secrets. One of your mini games is very similar to my current project but I swear I didn't jack it. Anyways, great jod and wish you a lot of luck with sales.
Thanks utveckla_games I really hope you enjoy the game! And thanks to you too @8bitninja! Happy you're finding some of those secrets! You mentioned that one of your games is similar to mine (unintentionally). No worries about that at all! I'm curious which one though? I'd love to see what you're making. It's kind of fun to see an alternate version of a game.
It's the kitty go boom one that's similar to mine. They're completely different but you can tell they both had similar inspiration. I'm going pro today so hopefully i'll be showing off my game real soon. I'll be sure to post a link here as soon as I have a trailer or something to show. Also, I wanted to tell you that I love the "Fart in the hat" game, It's my favorite so far. I think you could make an entire game from that idea. I'd buy it!
@8bitninja kitty go boom is clearly inspired by old top down space shooters. For me to claim it as an original idea would be insane. Haha. So you don't even have to worry about explaining how your game is different. Even if it wasn't, the concept is not a new one. I appreciate your concern and i thank you for it, but seriously no worries at all. Kitty go boom totally borrows from those old space shooters i talked about. Really happy you like go fart in a hat! Its one of my favorites too! Thanks! Keep me updated on your game. I'm excited to see what it looks like. And all my best of luck to you on both its completion and sales!
@orbz great question. And the answer really depends on a perspective of quality. On these forums i've read many examples of ways to cheat or stretch game's with camera tricks etc. However in my opinion, these results look cheap. Or at least for my game I felt they looked cheap. Also because of how many games are within the game, a simple conversion was nearly impossible. Meaning, it wasn't just one type of game to address- i had to address many different types of games. To ensure quality for each and every one of those games, i wanted to make absolutely certain that each version of the game accurately took advantage of the device it was on. With a wider screen means enemies have more attack room. With a faster device, you can put more objects on screen. Etc. But on a technical level, one of the other reasons for rebuilding has to do with the fact that the game was originally designed for iPhone 4. And because of this, when you convert it to iPhone 5, you're left with an entire inch of space on the creator screen to the right. Every coordinate, every graphic, every attribute with coordinate rules is now wrong. Also, the camera is now unable to fully put the old iPhone 4 version on screen. Because again, its all shifted to the left from the conversion. So everything has to be at the very least pushed a half an inch to the right. Along with that, every rule, every coordinate, etc. And this is just to get the camera to rest center on the game for both 4 and 5 compatability. After doing all the math, for my game, i concluded it made more sense to pretty much rebuild the game from scratch. There was simply too many things to shift. Too many things to convert. I would inevitably make an error and then try to have to find the bug as opposed to just starting over and monitoring every new line of code. While i'm sure many would disagree with my method, I would say that not a single bug has been brought to my attention. That no matter the device it plays on, that it appears to work really well with that device. Etc. I think you get those results by designing your game specifically with quality in mind, and not with time saving techniques or shortcuts. But that's me. While it was tough as hell, i think the stability and performance on all devices show it was worth it.
Yeah, I think the major problem was that you started your game before the iPhone 5, and ended it after Same thing with mine, but they're easier to easy convert.
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I've heard good things about this game, so I'm really excited to check it out.
Also, if you take a promo code, please say so. I tried a couple that no one claimed, but they didn't work.
Hope you enjoy it! When you're not playing the main game try exploring all of the secrets of the main menu.
And best of luck to your game making the deadline! And good luck with sales my friend!
One of your mini games is very similar to my current project but I swear I didn't jack it.
Anyways, great jod and wish you a lot of luck with sales.
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And thanks to you too @8bitninja! Happy you're finding some of those secrets! You mentioned that one of your games is similar to mine (unintentionally). No worries about that at all! I'm curious which one though? I'd love to see what you're making. It's kind of fun to see an alternate version of a game.
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Really happy you like go fart in a hat! Its one of my favorites too! Thanks!
Keep me updated on your game. I'm excited to see what it looks like. And all my best of luck to you on both its completion and sales!
Was there a reason that you couldn't just use letterbox mode for iPhone4 and iPhone5 support without rebuilding?
But on a technical level, one of the other reasons for rebuilding has to do with the fact that the game was originally designed for iPhone 4. And because of this, when you convert it to iPhone 5, you're left with an entire inch of space on the creator screen to the right. Every coordinate, every graphic, every attribute with coordinate rules is now wrong. Also, the camera is now unable to fully put the old iPhone 4 version on screen. Because again, its all shifted to the left from the conversion. So everything has to be at the very least pushed a half an inch to the right. Along with that, every rule, every coordinate, etc. And this is just to get the camera to rest center on the game for both 4 and 5 compatability.
After doing all the math, for my game, i concluded it made more sense to pretty much rebuild the game from scratch. There was simply too many things to shift. Too many things to convert. I would inevitably make an error and then try to have to find the bug as opposed to just starting over and monitoring every new line of code.
While i'm sure many would disagree with my method, I would say that not a single bug has been brought to my attention. That no matter the device it plays on, that it appears to work really well with that device. Etc.
I think you get those results by designing your game specifically with quality in mind, and not with time saving techniques or shortcuts. But that's me. While it was tough as hell, i think the stability and performance on all devices show it was worth it.
Yeah, I think the major problem was that you started your game before the iPhone 5, and ended it after
Same thing with mine, but they're easier to easy convert.
Chakku