Dynamite Fish - Released for iphone / ipod touch

StusAppsStusApps Member, PRO Posts: 1,352
edited November -1 in Announce Your Game!
... did think about a catchy headline on this post like 'Let's blow some fish", but it sounded all wrong.

Anyway, Dynamite Fish is available in the app store after what felt like a lifetime 12 day approval.

http://itunes.apple.com/us/app/dynamite-fish/id386333652?mt=8

I won't post all the itunes blurb but here is a video and some promo codes. If you enjoy the game then please think about taking the time to review. Let me know what you think here as well, always interested in a little feedback.



Promos:

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PYP4MKATAYPH
TW7ANAPW3FKE
4E4F7ARKPJ6F
M3YN49HAHWN9
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LTKXP9HTEAFA

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Took M3YN49HAHWN9

    Thank you Stu. Will sync and get back to you :D

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • dmilinovichiiidmilinovichiii Member Posts: 620
    StusApps said:
    ... did think about a catchy headline on this post like 'Let's blow some fish", but it sounded all wrong.

    When I saw that I laughed for about 5 minutes straight. The game looks great. Took LTKXP9HTEAFA. Can't wait!
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    4E4F7ARKPJ6F

    Looks great!
  • dmilinovichiiidmilinovichiii Member Posts: 620
    I like your game and gave it 5 stars, but I do have one minor complaint. Some of the animations aren't smooth on my iPod Touch 2nd Generation. I'm assuming it's because of my iPod's speed and I think maybe if you got rid of some animations it would run smoother.
  • StusAppsStusApps Member, PRO Posts: 1,352
    Mr.Rinoy said:
    I like your game and gave it 5 stars, but I do have one minor complaint. Some of the animations aren't smooth on my iPod Touch 2nd Generation. I'm assuming it's because of my iPod's speed and I think maybe if you got rid of some animations it would run smoother.

    Yeah, with you on that.

    I had to make the decision on whether to make this armv7 only. I found it playable on a 2G. The only real slowness is that the dynamite doesn't drag smoothly on a 2G. No idea really why this is. There is actually no animations during gameplay, couple of bits done with interpolates. The only thing I can figure is that it is the constraining that does it, but the only thing constrained is the actual dynamite when touched. I figure it could be the fact that the dynamite has quite a long set of rules in it, with the detonation and the zooming. Each dynamite is a separate actor.

    If it gets a hammering on reviews due to slowness I will look into it some more but I managed to finish the whole game on 2G without much problem.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    what if you had two dynamite actors. Dyn1 would only have the touch and drag rules and a rule that says when detonate is true spawn Dyn2, which would have all the magnitude and vector rules that I imagine you are using for the blast effect. That may help smooth out the drag. just a thought - I haven;t played the game yet but I will later this evening (got to get a few more things done on my game first).

    Looking forward to playing it.
  • dmilinovichiiidmilinovichiii Member Posts: 620
    StusApps said:
    If it gets a hammering on reviews due to slowness I will look into it some more but I managed to finish the whole game on 2G without much problem.

    Sounds reasonable. Are you planning any updates yet?
  • StusAppsStusApps Member, PRO Posts: 1,352
    scitunes said:
    what if you had two dynamite actors. Dyn1 would only have the touch and drag rules and a rule that says when detonate is true spawn Dyn2, which would have all the magnitude and vector rules that I imagine you are using for the blast effect. That may help smooth out the drag. just a thought - I haven;t played the game yet but I will later this evening (got to get a few more things done on my game first).

    Looking forward to playing it.

    Thing is you really need to place each one first before detonation on some levels.
  • quantumsheepquantumsheep Member Posts: 8,188
    Played it on my 3GS, and it runs fine! Very nice - love the story and the graphical style :D

    I did find it really hard though - I think that's just me - I'm old, don'tcha know ;)

    One thing to try maybe if you do want to improve speed on older devices is to make just one 'default' dynamite actor.

    Then put three of these into your scene.

    Drag your images and rules for your current dynamite 1, 2 and 3 into each instance of the dynamite actor.

    I think you'll know what I mean by all this as it's been talked about before around here!

    I don't know if it'll make much difference, but might help!

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • StusAppsStusApps Member, PRO Posts: 1,352
    quantumsheep said:
    Played it on my 3GS, and it runs fine! Very nice - love the story and the graphical style :D

    I did find it really hard though - I think that's just me - I'm old, don'tcha know ;)

    One thing to try maybe if you do want to improve speed on older devices is to make just one 'default' dynamite actor.

    Then put three of these into your scene.

    Drag your images and rules for your current dynamite 1, 2 and 3 into each instance of the dynamite actor.

    I think you'll know what I mean by all this as it's been talked about before around here!

    I don't know if it'll make much difference, but might help!

    Cheers,

    QS :D

    It's an interesting point. Does 1 actor unlocked 3 times in a scene with different rules use less memory and resources than 3 separate actors in a scene?

    My thought is that it should be the same. Interesting test. I'll try it out with this game when I get a minute.
  • quantumsheepquantumsheep Member Posts: 8,188
    No worries mate.

    I think it's *supposed* to. It's something I did with Kraken - the radar blips, for example, are one actor put into the scenes several times, with different rules on each.

    Some hard and fast figures would be awesome though :D

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • hrsmediahrsmedia Member Posts: 522
    I know it will take longer to load the game if you have 3 seperate actors instead of 1 actor and 3 instances.
  • StusAppsStusApps Member, PRO Posts: 1,352
    hrsmedia said:
    I know it will take longer to load the game if you have 3 seperate actors instead of 1 actor and 3 instances.

    Yes I think you may be right.

    Looking through the xml files in a published project it appears that each actor loads in all the left box stuff (physics, size, etc..) with the actor xml file and is remembered as a key. Then the scene xml files contain all the behaviours for all actors in that scene. The scene xml file would appear to be the same if you use 1 actor unlocked 3 times or 3 separate actors. But you would only require 1 actor xml file. Still this is only 4kb saving per actor and a tiny amount of code. I will see when I run my little test.
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