Dynamite Fish - Released for iphone / ipod touch
StusApps
Member, PRO Posts: 1,352
... 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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3JN9FFHN6WHJ
PYP4MKATAYPH
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4E4F7ARKPJ6F
M3YN49HAHWN9
XW6R3KX74XLL
J6WA7JT4E4EN
LTKXP9HTEAFA
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:
EE47K7TN7RYK
NWXY3TF643JA
3JN9FFHN6WHJ
PYP4MKATAYPH
TW7ANAPW3FKE
4E4F7ARKPJ6F
M3YN49HAHWN9
XW6R3KX74XLL
J6WA7JT4E4EN
LTKXP9HTEAFA
Comments
Thank you Stu. Will sync and get back to you
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Looks great!
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.
Looking forward to playing it.
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
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
My thought is that it should be the same. Interesting test. I'll try it out with this game when I get a minute.
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
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
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.