Hi guys,
as promised, I can now announce that my first game, developed with Gideros, has gone live on the App Store!
You can find it at:
http://goo.gl/tY33V(yes, please allow me a bit of suspense with a shortened URL…)
I'll shortly post a couple of promo codes for you to try: feedback is welcome, either good or bad (there's always room to grow).
Atilim and Gorkem, you'll of course receive your own promo codes: in the meantime, thank you for all your help and for a great product!
Comments
Game Center integration looks great. =D>
Likes: atilim
Sid
Sid, that was the purpose: it may not be the greatest gameplay in the world, but myself and the publisher wanted to push the ironic and tongue-in-cheek side, let's hope many will appreciate it…
Likes: strancali
Thanks again Paolo for the development work.
Robb
rc3
Likes: pmanna
Physic sensors? Movieclips? GTween?
that's an interesting matter, glad you asked!
The animations just uses the standard technique taken from the examples (Texture Pack): collision detection, OTOH, has a special story. The problem wasn't of course collisions among the characters, that is pretty straightforward, but rather to properly "follow" the river banks.
The prototype used physics, but it was pretty obvious that there were too many quirks to take in account (for example, a character could get "stuck" to a bank and be dragged down with it), and a lot of convoluted code was in place to check this kind of things didn't happen.
When refactoring to Gideros, I decided to make everything cleaner and got rid of the physics (that wasn't of much use anyway), so the collision was reduced to a simple "distance point to line" problem: PhysicsEditor helped me to draw an outline of the banks, then I've reformatted the output to get the line segments, so at each frame the distance to the nearest segment is calculated and checked. It may seem complex to describe, but it's actually far more efficient!
Likes: strancali
as promised, here are a couple of promo codes for the App Store version:
9KW6WM3ML7KP
HTKWNPLHRPRM
They're only valid once, of course, and just for 4 weeks: however, I see many of you couldn't wait and have bought the app anyway!
Thanks again for all your support!
@pmanna, any plans for an android version?
https://market.android.com/details?id=com.joustinbeaver.joustinbeaver
No Game Center there, and no plugins yet (and no promo codes it seems), so it's somewhat less fun, but it works! And, best thing, source code has no change between the two OSs (after the error that Atilim corrected)
1. On my Android Acer A100 tablet when I tap New Game the button doesn't outline in white and everything seems to hang. Android shows a popup saying 'Activity Joustin (in application Joustin) is not responding'. However, if I leave this popup without pressing any of the buttons the game does actually start in the background. It doesn't happen every time though. It seems to be the first few times I run it. If I uninstall and install again it goes back to having the problem again which then goes again after a few runs. Also, the accelerometer doesn't appear to be working correctly. If I tilt it left/right in portrait it doesn't work, if i tilt it left/right in landscape it does work - so as long as I either hold it the wrong way round or tilt up/down in portrait it works fine.
2. I'm curious what scaling method you've used. On my iPad (and also to some extent on the Acer, which is 1024 x 600), there are a lot of artefacts on the artwork from the scaling - on the iPad it's really noticeable, almost looks like glitches in the artwork itself (I know it's not as I've got it on my iPhone as well where the artwork looks perfect).
Anyway, hope those help. Good luck with the game, was great to see it as it's the first Gideros game I've loaded onto all my devices so was very curious to see how it worked. Was very smooth on all three devices.
About problem 1 (accelerometer), this one was solved recently after this post http://www.giderosmobile.com/forum/discussion/413/important-notification-minimum-android-version-2.2#Item_1
@pmanna: I can send you an update so that you can fix the Android version.
Thank you for the important feedback.
I was thinking 2.2 / r8 was coming with 2012.2, and in any case I was sticking to beta7 while preparing the release.
Are you saying that just recompiling with beta8 would help with Android accelerometer? A project exported with beta8 still looks like it's using r7…
http://www.giderosmobile.com/
Mike
Likes: MikeHart
http://www.sharksoupstudios.com