@tkhnoman congratz, Here are my feedbacks * it crashes at the start of first level, second start attempt is a success without problem. i think creating first files is a problem. You should check io file issues(something like that) with CLEAN installation-delete previous documents files-
* Hero navigation is a little bit confusing; Hero may fly to target direction with the target touch points. You may add walking option with the transparent buttons?
* gfx, sfx, particles are awesome, performance is great...
@altai : Regarding crash, it random, and i'm also not sure. Sometime in the game you would also quit on entering a stage. But strangely this crash never happen on iOS. I can't never catch it on logger though.
Regarding hero navigation, i would just leave it be like that. Upon playing through stages, you would understand that this game require that control very much. It also needs player's experience on platform gaming, since on 6-x and onward, it would getting harder.
For the SFX, i got it some from http://www.soundjay.com/ some from another site which i remember of being free of use or public domain, then i edit them. They are pretty old, i reused much sfx from my old games. i also composed some of them myself.
@vitalitymobile : Particle effect are created with TNT particle engine. On how to create it, i think it have example which i don't really change that much from it.
@tkhnoman, I got to d/l it for the iOS, looks nice and works fine however not yet accustomed to the controls. Do you swipe left for left or swipe left for right? It is not very clear as it flies with a mind of its own.
@OZApps : Dang, you got the version "without ads" lol.. I accidentally moved Ad Unit of iOS Admob, from Unknown source into Android. It doesn't have confirmation, and viola, everything is ruined... I can't move it back to any other iOS source...
It's not swipe btw, it's just touch. Character would go to the opposing direction of the touch. (It also fires to the touch)
Oh that was the "something went wrong" -> No ADS.... lol
when I meant swipe, I meant more like a joystick sliding the finger to change direction and height, not swipe as in a swipe gesture. So I take it that it is not like a joystick or is it?
I updated the new version on the iPhone - and the first thing is AD's
I like that you have the joystick like movement or maybe I got used to that now, it does get confusing when the character turns and the controls get reversed.
In regards to the lag, I did not find any on the iPhone
I wanted to try the game since you posted it but it didn't appear on the appstore untile recently.
I must say its an excellent game! I like the colorful visuals a lot. The game's mechanics are great too and very well thought. The levels awesome are excellent as well. Overall a neat game! I don't get hooked to a lot of games, and this one is easy to get hooked to
The controls are a bit tricky, though. I got used to them later, but still it always was a bit of a challenge to control. For me it was because if I tap farther from the character then I don't rotate as fast as I'd like, but if I tap too close then my own finger doesn't let me see the character (a problem that has to be faced with touchscreens). In my opinion, if the reference of the movement were below the character it would make it more controllable (sort of like the "joystick" idea that @OZApps said).
Oh and by the way, how do you detect collision? Is it some system made by yourself or is it TNT, Box2d or another engine?
Regarding control, actually whatever the player say, we wont change it. It sure look like "the developer is stubborn" though. lol. We did experiment with it, but after some though, giving multiple control would not be a good idea. It would deliver different experience. Another solid reason is stages design, which require weird precision, probably would be known if the player play the game long enough. Attached image is an example of it.
This confusing control might be a border for the player to enter and playing our game, but we decided to let it like that. It is hard to experiment on free mobile game, but when someone decided to do so, then they must be prepared for the consequence, that is fast uninstall.
The game is designed totally with Box2D. There are things that are managed each enterFrame, for example character movement. Even though we are using applyLinearForce to the character, on each frame we check the Linear Velocity, and make sure vx and vy didn't go over the limit. Well, if you experiment with Box2D enough, it sure can do almost anything (we build an RTS like with it before, and probably SRPG after this one), so if it is not about performance, it is good enough for designing any Gideros game.
Yes, you're right about the control. You can't please everyone so it's better to stick to what you think works best. In the end, those are only opinions and what one says can be totally wrong for someone else. The game works well as it is now, it was just a suggestion
I played your RTS-like game, it's CosmoShip, right? Didn't realize it works with Box2D. I've never used it as I hadn't worked on a physics based game, but I see that it can be used in almost anything! Thanks for the input.
This is a GREAT game. I tend to stay away from action games on my android because of the multi-digit controls. But here you have created mutli-directional movement and 'shooting' with one digit that works superbly. Highly playable! Level design and pace are also excellent. The game runs smooth on my android Moto X and has never crashed. What was confusing to me was the 'help screen'. It looked like two hands were needed to contol the player so initially it was more difficult than it needed to be.
@PAC Well, as the game progress, you eventually might need two hands to play it. Because of new control model, I made the game to be so easy at the beginning, so people can get used to the control. But once they feel okay, it goes hardcore. Probably casual player also won't ever finish the game due to its difficulty.
Comments
And love the embedded puzzles, that additionally to controlling, you have some interaction with other objects in certain states
Where did you buy the sounds (sfx+bg music)? I like it.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
* it crashes at the start of first level, second start attempt is a success without problem. i think creating first files is a problem. You should check io file issues(something like that) with CLEAN installation-delete previous documents files-
* Hero navigation is a little bit confusing; Hero may fly to target direction with the target touch points. You may add walking option with the transparent buttons?
* gfx, sfx, particles are awesome, performance is great...
Good luck
Regarding crash, it random, and i'm also not sure. Sometime in the game you would also quit on entering a stage. But strangely this crash never happen on iOS.
I can't never catch it on logger though.
Regarding hero navigation, i would just leave it be like that. Upon playing through stages, you would understand that this game require that control very much.
It also needs player's experience on platform gaming, since on 6-x and onward, it would getting harder.
@Mells:
Music by Johnny Lucas : https://soundcloud.com/lucasartistry
(Feel free to contact him. He is very talented and have great integrity)
For the SFX, i got it some from http://www.soundjay.com/ some from another site which i remember of being free of use or public domain, then i edit them.
They are pretty old, i reused much sfx from my old games. i also composed some of them myself.
@vitalitymobile :
Particle effect are created with TNT particle engine.
On how to create it, i think it have example which i don't really change that much from it.
Likes: vitalitymobile
They are faster than i thought...
Just one week "Waiting for Review" and one day "In Review"...
https://itunes.apple.com/us/app/miracle-fly/id874753046?mt=8
Edit : (Removed for a while, something went wrong)
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
I accidentally moved Ad Unit of iOS Admob, from Unknown source into Android.
It doesn't have confirmation, and viola, everything is ruined...
I can't move it back to any other iOS source...
It's not swipe btw, it's just touch. Character would go to the opposing direction of the touch. (It also fires to the touch)
when I meant swipe, I meant more like a joystick sliding the finger to change direction and height, not swipe as in a swipe gesture. So I take it that it is not like a joystick or is it?
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
It's just touch, and that is the direction.
On iPad, probably need to put it on Table/lap and play with both index finger sometime.
@OZApps , @Mells
Could you check, whether the App have trouble with lag, please?
I have heavy lag problem on the first try, and after resetting the iPad, it's gone.
I'm not sure why is that happened though.
Hope you find the issue in the meantime.
I like that you have the joystick like movement or maybe I got used to that now, it does get confusing when the character turns and the controls get reversed.
In regards to the lag, I did not find any on the iPhone
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
We tried it on some devices too, but it turned out okay. Probably the lag is just a problem only on my iPad.
http://www.nightspade.com
I must say its an excellent game! I like the colorful visuals a lot. The game's mechanics are great too and very well thought. The levels awesome are excellent as well. Overall a neat game! I don't get hooked to a lot of games, and this one is easy to get hooked to
The controls are a bit tricky, though. I got used to them later, but still it always was a bit of a challenge to control. For me it was because if I tap farther from the character then I don't rotate as fast as I'd like, but if I tap too close then my own finger doesn't let me see the character (a problem that has to be faced with touchscreens). In my opinion, if the reference of the movement were below the character it would make it more controllable (sort of like the "joystick" idea that @OZApps said).
Oh and by the way, how do you detect collision? Is it some system made by yourself or is it TNT, Box2d or another engine?
Hey, thanks for enjoying our game~
Regarding control, actually whatever the player say, we wont change it. It sure look like "the developer is stubborn" though. lol.
We did experiment with it, but after some though, giving multiple control would not be a good idea. It would deliver different experience.
Another solid reason is stages design, which require weird precision, probably would be known if the player play the game long enough.
Attached image is an example of it.
This confusing control might be a border for the player to enter and playing our game, but we decided to let it like that. It is hard to experiment on free mobile game, but when someone decided to do so, then they must be prepared for the consequence, that is fast uninstall.
The game is designed totally with Box2D.
There are things that are managed each enterFrame, for example character movement. Even though we are using applyLinearForce to the character, on each frame we check the Linear Velocity, and make sure vx and vy didn't go over the limit.
Well, if you experiment with Box2D enough, it sure can do almost anything (we build an RTS like with it before, and probably SRPG after this one), so if it is not about performance, it is good enough for designing any Gideros game.
I played your RTS-like game, it's CosmoShip, right? Didn't realize it works with Box2D. I've never used it as I hadn't worked on a physics based game, but I see that it can be used in almost anything! Thanks for the input.
The game runs smooth on my android Moto X and has never crashed.
What was confusing to me was the 'help screen'. It looked like two hands were needed to contol the player so initially it was more difficult than it needed to be.
Well, as the game progress, you eventually might need two hands to play it.
Because of new control model, I made the game to be so easy at the beginning, so people can get used to the control. But once they feel okay, it goes hardcore. Probably casual player also won't ever finish the game due to its difficulty.
https://www.ouya.tv/game/Miracle-Fly/
But the control feels soooo forced. :-\"
Likes: hgvyas123
https://itunes.apple.com/en/developer/unal-zubari/id953453674
I haven't played your game yet due to my current workload but it's on my to play list. I watched the video and it looks amazing. Well done!!
Simon