Congratulations on creating And Yet It Moves and Chu Chu Rocket...
In all seriousness though those look like alright attempts at making simple fun games. I'll try the demos when I get a spare moment at work. On the subject of iOS, have you had a look at the restrictions? It seems to me the last time I looked at flash export to iOS the number of supported devices and iOS versions was rather small. That may have changed.
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MX7 wrote:I'm not a fan of a racist, gun nut brony puking his odious and uninformed arguments over every thread that comes up.
Udderdude wrote:Know you're joking about the game comparisons, but there are major differences that completely change the way they play. (And I can't stand And Yet It Moves, the trial-and-error respawn fest gameplay and ridiculously simple "Puzzles" are annoying)
I have no clue what the limitations are (Or even that there were any). As far as I can tell, it uses Adobe AIR. Which should be well-supported by now.
Yeah I was just hassling you. Played a bit of Rotator and it's a fun little distraction. Visually the experience reminds me of old jump and gather games like Jetpack. The limit on rotations is a nice touch that makes it a more slow paced and chess like puzzle experience compared to AYIM's quick reaction gameplay. I just wish I didn't have to use "Up" to jump.
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MX7 wrote:I'm not a fan of a racist, gun nut brony puking his odious and uninformed arguments over every thread that comes up.
I had a run of these demos. Pretty neat, I got my simple mind a bit mindblown before the end of the demo and went on to XOP Black Special, where you hit your head against a wall and expect a different result.
Seriously though I think these would be great on iOS, but you might want to consider appealing to graphics whores too.
Not too sure about making the game more graphic whore friendly. I don't have many ideas for prettying up puzzle games .. lol
My control ideas for the iOS version are tilt left/right to move left/right and two buttons, one for jump and one for rotate screen (Maybe make the entire side of the screen buttons similar to that other iOS game Skykid posted around here)
For the other one, it's a bit more difficult. You can tap to place an arrow wherever, but you need to be able to quickly switch which direction of arrow you want to place. So, maybe there can be some buttons for choosing which arrow you're going to place.
Last edited by Udderdude on Fri Feb 20, 2015 2:53 am, edited 1 time in total.
Udderdude wrote:
My control ideas for the Rotator iOS version are tilt left/right to move left/right and two buttons, one for jump and one for rotate screen (Maybe make the entire side of the screen buttons similar to that other iOS game Skykid posted around here)
Udderdude wrote:Not too sure about making the game more graphic whore friendly. I don't have many ideas for prettying up puzzle games .. lol
The only thing that really struck me as going to give an ugly impression was the actual walls being quite distinctly black, white and nothing else. Gradients = problem solved.
Finished Twin Reaper. This is the closest I've gotten to making a shooter in quite some time, so if you like overhead shooters and want to shoot some stuff, give it a try.
Aguraki wrote:just played sphere really good job udderdude!
great concept and plays smoothly.
did u come with the concept by yourself?
A+
Thanks, glad you liked it. The concept is actually similar to one of the boss battles in Super Mario World 2, the raven guy fight. The idea of moving through different dimensions and grabbing/placing items is also used in other games. The same with aiming/firing with the mouse at enemies. The interesting part is how I combined it all and made it all work together.
Just played through the rotator Demo with my arcade stick. That was quite fun. I loved the little tunes however the music was getting quite repetitive after a while.
was glad for the change when i reached Intermediate levels.
So I've got my grubby hands on an iPod Touch (3rd Gen) from my twin, with the intention of testing ports of some of my Flash games on there. I've found out quite a few .. disconcerning things regarding the platform.
1. The screen is absolutely teeny - you need to squint and hold the damn thing up to your face to see anything.
2. The resolution and DPI are quite different from a PC monitor. The resolution is 320x480, but in terms of actual size, it's more like 185x278 .. which is really damn small. I would need to resize the graphics in my games to a larger size, in addition to making the levels much simpler.
3. Obviously due to the small screen size, having the controls anywhere but around the edges is impossible since even if you have small fingers, they get in the way of the screen. Forget actually pressing anywhere on the screen area if it's an action game. And on-screen D-pads are crap.
4. The accelerometer is not really any good as an input unless the game has been designed to use it.
5. Apple requires a fee to sign up for developers. Knowing that your average iPhone game is lost in a gigantic crapflood of shit, it's not even a sure bet you'll make that amount back.
Not sure if I'll end up putting my games on it after all. I'd have to make something specific to the platform with controls I know would work. None of my existing games would, except for maybe Strat Tech, which is entirely playable just by using the mouse and clicking. And don't even say XOP on iPhone, just don't .. I tried CAVE's shmups on it, and it was horrible >_>
Flash for iPhone is terrible and as you have seen do not make full use of the device. Your games are probably better on iPads anyway.
I know Game Maker Studio's iOS module allows for games which *should* make use of all of the various gimmicks and the entire screen proper, but being an Apple developer and having to pay for it is pretty shit and from what I've tested existing GM stuff is difficult at best to port due to various bugs/inconsistencies and such. It does seem like the easiest way to get something on the market though.