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Or they could have just made the art large enough to fill the bigger screen and effectively have an amount of bleed where nothing important is put so the smaller screen loses nothing. I'm sure that was much too complicated to implement though, better to put the price up for the iPad one instead.

Yeah, it's easy to say that but then I don't know how game development works, and if the dev says there's a reason for not doing it, there probably is one. It's not like it's Activision or something.

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The dev said there wasn't really a way around it. With different aspect ratios, if they wanted to include iPad art and iPhone art in the app, it would have gone beyond 20MB and been undownloadable over 3G. It's unreasonable to expect them to cripple their potential market like that.

It's annoying, but this is Apple's/phone company's fault.

Sounds like a poor excuse to me.

Why not make the iPad one universal? I can't imagine there's so many people downloading apps through 3G on the iPad that it'd really fuck up their sales. If it's about limitations of the app store, why have they increased the cost of the iPad version?

It's particularly annoying since this is their follow up to Scribblenauts which was universal and had iCloud save syncing.

When the iPad version of Byline was released, it was released as a separate app which was a little more expensive than the iPhone version. Fair enough, the developer just wanted some payment for the additional work that had gone, but he also made an ad supported version which detected whether the iPhone version had already been purchased and gave the full upgrade at a discount.

That's the way to deal with something like this

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It's particularly annoying since this is their follow up to Scribblenauts which was universal and had iCloud save syncing.

Yeah, but Scribblenauts is something like 250MB, no amount of messing around is going to get that below 20MB, so it didn't matter.

Dev's quotes, for what it's worth:

Due to the aspect ratios of the two devices being different and thus screwing up our "1 screen = 1 level" concept we couldn't make it a universal app with the HD art and still keep it under the 20mb 3G limit.
You can't make 1 version universal, but not the other. The size limit of 3G is 20MB. Due to the aspect ratios being different (16:9 and 16:10) the iPad's HD art + the iPhone art must be put together to make a universal app. Those 2 versions in the same app make the size go over the 20mb 3G limit. Thus making it not possible for you to d/l the game on the phone without wifi. iPhone games sell significantly better under the 20MB limit, because obviously you can d/l it anywhere, anytime. Thus they have to be separate. Take it up with the phone carriers and Apple and make 'em raise the silly 20MB. :)
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Having a whole different set of art for iPad vs. Retina seems like bad/inefficient design to me.

Reading the longer comments, it seems like a "universal" app is really just two separate apps bundled into one download but operating completely independently. Which sounds crazy but if that's the case, they really do have to double up on everything.

Edit - It seems that this is not the case.

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Even if you have to have both versions it's still less than the price of a beer, let's dry our eyes and have some perspective here. Don't make me break out the Dawson JPG.

I wasn't criticising them for the price just the rather dubious excuse about universality. Clearly nearly everything on the AppStore is underpriced.

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Hello!

We just release a new game. It's called Shepherd!

Because I'm happy to see a dev push the fact that they made a full game and didn't do some ridiculous IAP within it, I bought this but I'm not a fan.

I think the main problem is using tilt controls to look around, while firing with touch, in a fast and frantic game, just doesn't work. At least for me.

It's ok in the first couple of levels where you only have to look up or down but once you have a bigger landscape to deal with, it just isn't fun to play.

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I quite like that Zday thing, although they should have got someone to proof read the text.

It reminds me of a free game I was mildly obsessed with for a week or so, Zafehouse. Although obviously that was a pure resource management game. That game done in this style would be awesome.

According to the developers there's more free content on the way for it too. But, yeah, lovely design, could have used some proof reading...

Zombie Exodus is worth a look as well- it's free (although it does have an annoying add thing at the bottom that gets a wee bit distracting but can be stopped by buying an add-free version of the game)- and it's very much Choose Your Own Adventure with zombies, and it's got a nice range of jobs and skills available at the start which affect have you play the game, along with a decent stats and inventory page.

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Is there a bug in the daily words game on Wooords? I got up to 860 points, I had filled all three stars though and the game wouldn't finish, so I exited...and now I have 0 points.

I guess the game won't finish cause there's still time left in the day, 4hr 45min currently.

If you press BACK to exit out to the main screen and then go back in to DailyWords again does it update your score then?

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According to the developers there's more free content on the way for it too. But, yeah, lovely design, could have used some proof reading...

Zombie Exodus is worth a look as well- it's free (although it does have an annoying add thing at the bottom that gets a wee bit distracting but can be stopped by buying an add-free version of the game)- and it's very much Choose Your Own Adventure with zombies, and it's got a nice range of jobs and skills available at the start which affect have you play the game, along with a decent stats and inventory page.

Cool, will check it out.

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Because I'm happy to see a dev push the fact that they made a full game and didn't do some ridiculous IAP within it, I bought this but I'm not a fan.

Thanks! YEAH!

I think the main problem is using tilt controls to look around, while firing with touch, in a fast and frantic game, just doesn't work. At least for me.

It's ok in the first couple of levels where you only have to look up or down but once you have a bigger landscape to deal with, it just isn't fun to play.

The tilt sensitivity and whatnot can be calibrated, but thanks for your feedback! We'll always try to address all feedback and make our games better. Hopefully a new update will make this more playable for you :)

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Haven't seen this mentioned yet, but apologies if I've missed something and this is covering old ground...

The latest [adult swim] game, Snoticles, is free until tomorrow. Only played the first few levels, but at first glance it seems like a pretty decent, nicely presented Angry Birds-style game with the potential for less frustration and more score attack. They're on a good run of form (with Monsters Ate My Condo, Bring Me Sandwiches, Major Mayhem) too, so I'm hopeful, and thinking it might potentially have a few tricks up its sleeve...

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Completed all 420 levels in Run Roo Run in about 18 minutes total :lol:

Obviously played it for a faaaair bit more than that. Beat the first weekly levels too, which unlock when you beat the game. I liked it a lot. The compulsion to get quicker times feels really odd when the levels last two seconds, but yet there it is anyway.

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Completed all 420 levels in Run Roo Run in about 18 minutes total :lol:

Obviously played it for a faaaair bit more than that. Beat the first weekly levels too, which unlock when you beat the game. I liked it a lot. The compulsion to get quicker times feels really odd when the levels last two seconds, but yet there it is anyway.

Is that including all of the extreme levels? I'm about halfway through and really enjoying it; none of the levels have got boring yet as I am still being introduced to new play mechanics. It has a simple one touch control system as well. Easily worth the 99 cents.

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