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Do you play with touch controls or tilt mk?

Touch (the default), going to try tilt now.

It's also an amazingly poorly explained game. The first thing it tries to do is get you to play by paying credits, which are bought with cash. Doesn't explain the modes, control options, gameplay, where anything is, etc. etc. There's even some placeholder text in the item descriptions.

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Yerg, tilt control is almost unplayable.

I just got a user generated track that had no corners at all in the first stage and I still ran out of time. :lol: Fucking nonsense game.

I assume it gets better once you've upgraded your car but why make players sit through a load of tedium to get to the fun?

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I dunno man, i tried 'arcade' controls and it's really hard to play. The handling using any control method doesn't feel right. The buttons at the bottom are for braking it seems, no idea how you accelerate if you don't choose the auto option. The perspective too feels all wrong with the camera too close making it hard to anticipate bends in an overhead view. Would be better in first/third person.

It's a bit shit all round unfortunately.

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Yerg, tilt control is almost unplayable.

I just got a user generated track that had no corners at all in the first stage and I still ran out of time. :lol: Fucking nonsense game.

I assume it gets better once you've upgraded your car but why make players sit through a load of tedium to get to the fun?

The timing thing is weird. Some tracks I crashed loads and easily made it to the finish, others I made no mistakes and either almost ran out or did. It reminds me a lot of Wipeout in that it's a futuristic neon-tinged racer where I keep hitting the walls.

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Scribblenauts Remix is out for £2.99. It's a sort of greatest hits of the two DS games with some extra iOS exclusive levels thrown in. I never did get around to trying either of them on the DS even though the premise massively appealed to me. From what I recall, the game never matched it's own ambitions, but for the price on iOS versus on cartridge I've hit that install button. Hope it's decent!

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Super Crossfire from Radiangames of XBLIG fame is coming this thursday. Short preview and a trailer:

http://toucharcade.com/2011/09/30/super-crossfire-looks-cool-has-a-publisher/

Don't like the new perspective, but will still grab the iPad version.

:wub:

So pumped for this. Huge Radiangames fan - didn't know this was coming to iOS. Roll on Thursday!

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Touch (the default), going to try tilt now.

It's also an amazingly poorly explained game. The first thing it tries to do is get you to play by paying credits, which are bought with cash. Doesn't explain the modes, control options, gameplay, where anything is, etc. etc. There's even some placeholder text in the item descriptions.

If you mean the 'xxxx xxxxx xxx xx' stuff then it's not placeholder, it just doesn't show the actual text until you unlock the item - which is still a mistake if you ask me. People want to know what they're working towards, it gives them a goal. Not showing the description makes them all the same.

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So pumped for this. Huge Radiangames fan - didn't know this was coming to iOS. Roll on Thursday!

It's actually out now. Just downloaded it and the controls annoy me a little. You have different options and after briefly trying the new slide and tilt ones, I switched to virtual pad. Unfourtunately SC makes what has become a pretty common mistake among IOS developers: they develop their game and, I suspect, test it only on the iPhone. The thing is, where you need to place the d-pad/ buttons on the screen is very different, depending on which IOS device you're on. What seems comfortable on the iPhone, will often make you stretch your finger on the iPad because the pad/ buttons will be to far inscreen. That's the way Super Crossfire feels on iPad with virtual pad.

It's hard enough playing with buttons without resistance that only exists as drawings on the screen, but it gets even harder when you constantly have to strain your thumb.

Every developer needs to try Mos Speedrun. Not that the virtual pad in that will ever be a replacement for a real pad, but as far as virtual pads go, it's just about as good as it gets. Notice how close the d-pads right and left are to each other*:

2edowvp.png

That's how it should be on the iPad. The placement near the middle of the screen might not be suitable for every game, since it takes up valuable screen estate, but it distributes the weight of the larger iPad better, in comparison with virtual pads near the bottom that makes it top heavy. And finally if you dont like the default setting, Mos let's you move the pad and buttons to anywhere you like. Every game should have that option.

1zpjzo6.png

Compare it to the Mos picture and it's easy to see what I'm talking about. The natural place to touch the right d-pad would be in the empty space between the pads. Instead you have to strain your thumb to move right, because the button is placed in roughly the same distance from the edge of the device, as the start/guide button is from the edge of a 360 controller. The same goes for the right side of the screen. The solution to that is to hold the iPad on the bottom instead of the side of the screen, but there's a reason why controllers are held at the sides. Or you could play on a table...

As for the game itself I haven't played very far, because I'm hoping for a controller update, but it seems like an expanded version of the 360 games, with the kind of polish, style and pumping soundtrack we've come to expect from Radiangames. Remedy the controller situation and it's probably a must buy. Without it it might still be if you can get used to the slide controls(that kind of suffers from the same problem descriped above) and to be fair, I haven't given them much of a chance. I doubt tilt control will ever be precise enough for this kind of game, and the virtual pad split controls create other problems...

*Not a big fan of how they're placed with one slightly above the other, but that's beside the point.

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Scribblenauts Remix has just become my favorite iOS game.

All the charm of the DS versions, with high res graphics, really crisp sounds and the controls are really smooth.

It's also got dual virtual stick mode, one for movement and one for the camera.

This is by far and away the best version of Scribblenauts ever and for only £2.99! :D

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Can anyone who bought Deathsmiles confirm whether its working on iOS5 yet? I've been using the iOS5 beta and the lite version never worked, but they did update the full one about a week ago - I'm not really willing to lay down £8 on the off-chance that they fixed it though.

Edit: To answer my own question - no. Although they're apparently now working on it. Some three months after being told that it didn't work.

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GTA III on the way... although not for all devices... :(

10 years ago, this month, the revolutionary open-world epic Grand Theft Auto III was released to the world – a game that set players loose as a small-time criminal at the bottom of the food chain in Liberty City, a sprawling metropolis where anything can happen – and probably will.

To commemorate the game’s 10th anniversary, we’re proud to announce that Grand Theft Auto III will be coming to select new generation iOS and Android devices later this fall. For the lineup of supported devices, check the list below:

Apple iOS Devices: iPad 2, iPhone 4S

Android Phones: Droid X2, HTC Evo 2, LG Optimus 2X, Motorola Atrix, Samsung Galaxy S2

Android Tablets: Acer Iconia, Asus Eee Pad, Motorola Xoom, Samsung Galaxy Tab 10.1

GTA3Ann_collage.jpg

http://www.rockstargames.com/newswire/article/19201/announcing-grand-theft-auto-iii-10th-anniversary-edition-for-sel.html

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