Doodle Dash! v1.0 - Submitted to the AppStore (pending approval)

jonbeebejonbeebe Member Posts: 49
edited November -1 in Announce Your Game!
Hi Everyone,

I'm relatively new here (this is my first post), but I've become very familiar with the forums--it is a very helpful resource so thanks to all of you! Whenever I had a question during the development of my game, I just did a search and someone else had the question before me, so I haven't even had to ask for any help.

So thanks again to the helpful community here, and of course to Gendai Games for producing such a top-notch piece of software.

Anyway, I recently completed my first game and submitted it to the AppStore this morning. It's called "Doodle Dash!" and I'm keeping my fingers crossed that it will get approved soon and without any problems (rejections).

I'll announce it again once it is approved, but I thought I'd share a video with you all so you can see what's to come. I'll also post Promo codes here so some of you can get it for free and give me a review :)

Thanks again, and enjoy the footage...



About Doodle Dash! (v1.0):

In Doodle Dash! , you guide a hyperactive creature named "Dash" through the Doodle forest to collect as many gems as you can before getting caught by the monsters. You'll wade past evil flying bunnies, fireball-blasting cyclops, and collect gems and special stars (which Dash hasn't quite decided if he likes or not).

Before you know it, you'll be struggling to beat your friends' and even your OWN score in this easy-to-learn, but hard-to-master game for all ages.

FEATURES:
- easy to learn tilting, non button-pushing, ADDICTIVE gameplay
- challenging no-end play mode that keeps getting harder and harder
- challenging, but undeniably "cute" enemies (with more to be added in later updates)
- checkpoints for an extreme score boost (as a reward for getting that far)
- combo points for not passing gems by
- stars to grant you "good luck" or even "bad luck" on your journey
- play through two rounds and get a combined "final score" of the two
- keep track of your highest scores
- pixel-to-pixel collisions with enemies (no running into 'invisible boxes AROUND the enemy')

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Congrats on your first release, such a good feeling, good luck with sales
  • AppChogieAppChogie Member Posts: 503
    Looks great I just released a doodle game called doodle bomb fir iPhone and iPad :-)
  • ChunkypixelsChunkypixels Member Posts: 1,114
    - pixel-to-pixel collisions with enemies (no running into 'invisible boxes AROUND the enemy')

    ....so how have you managed that then? Is the game a GameSalad creation? :)

    Do you really have pixel to pixel collision...or is it collision boxes/circles that are slightly smaller than your graphics? Im intrigued....
  • jonbeebejonbeebe Member Posts: 49
    Chunkypixels said:
    - pixel-to-pixel collisions with enemies (no running into 'invisible boxes AROUND the enemy')

    ....so how have you managed that then? Is the game a GameSalad creation? :)

    Do you really have pixel to pixel collision...or is it collision boxes/circles that are slightly smaller than your graphics? Im intrigued....

    Thank you all for your replies, it's strange I thought I clicked 'Subscribe to Topic via Email' but I guess it didn't go through.

    To answer your question, Chunkypixels, yes it is a Gamesalad creation. I was VERY annoyed by the fact that my character would die without even having to touch the enemy, he just had to touch the transparent box that is the image of the enemy... but I knew that wouldn't fly very well with those who purchase the game (I know it wouldn't for me).

    So what I did was this...

    The actual enemy is a small box that I set the Alpha to 0 so it is fully transparent. I have that enemy actor spawn ANOTHER actor on top of it that has the same movement code plugged in, but whose only purpose is to display the image of the enemy.

    So the player is actually colliding with a small box within the BODY of the enemy images. It works really well and makes the game 100x more fun IMO.

    Can't wait until it's approved. I heard it can take anywhere from 5 days to over a month... hopefully it's five days :)
  • ShpintShpint Member Posts: 404
    I don't think it will take up to a month.
    Most apps are approved or rejected within 5-10 days
  • jonbeebejonbeebe Member Posts: 49
    Thanks, that's reassuring... I really hope it gets approved in 5-10 days, that would mean it would go live by next week!
  • ValanValan Member, BASIC Posts: 410
    Good idea for the collision.
  • design219design219 Member Posts: 2,273
    For your collision actor, you should set your actor to invisible instead of using alpha. That way you are not taxing the processor with graphics calculations.
  • jonbeebejonbeebe Member Posts: 49
    design219 said:
    For your collision actor, you should set your actor to invisible instead of using alpha. That way you are not taxing the processor with graphics calculations.

    Wow I didn't know that made a difference, thanks a lot! I guess I didn't do that before because I assumed that if it was set to Invisible (e.g. Visible = false), then they wouldn't collide... I didn't even test it but will do now. Thanks again!
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Yeah, you still bump into invisible stuff... I found that out the hard way with my invisibility cloak... strange women kept bumping into me when I was in their rooms...
  • jonbeebejonbeebe Member Posts: 49
    Yup, turning the colision actors invisible worked. Hopefully it gives me a boost in performance, though I'll admit the game played very well even on an iPod Touch 1G (I tested on iTouch 1G, iPhone 1G, iPod Touch 2g, and iPhone 3G).

    Here's another video for anyone interested!



    I can't wait for it to be approved. Lookout for the announcement I make here to get the promo codes I post :)
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