Ha! Today I tested my game as an iPhone app instead of a universal app to force my iPad to run it in its iPhone mode (I don’t have an iPhone around). It was funny because even though I had prepared somewhat for the difference in screen resolution, some of my code wasn’t really adaptable to different screen sizes…
Month: May 2012
New Orbit, a great gravity game
While I spent my mornings working on my own game for iOS, I’ve been trying out some games. New Orbit, which is on sale as part of the Beacuse We May massive sale is one I picked tonight. And what a nice game… I still have a few missions to go, and I fear it’ll be on the short side, but it doesn’t matter…
Solving the small playground problem
So I’ve been working on my vector graphics space dueling game. One of the features I knew I wanted from the start was a really big playground. Most games of this type limit you to the size of the screen, and on iOS devices, especially the iPhone/iPod Touch, this would make for a pretty limited space in which to battle.
So, at first I just made an auto-zooming camera so that when ships got farther away from each other, the camera would zoom out, always pointing at the center between the two ships. This way, ships could get much farther from each other up to a practical limit where they’d just become too small to be playable. I tried to make the playground wrap around so that if players reached the limit, they’d appear on the other side, but this meant a jerky camera motion as it tried to keep both ships in view, which made things confusing.
Smoothing out the camera movement/zoom would mean that a player would stop seeing their ship for a few seconds, so in the end I just made “solid” walls around the play field and let the ships bounce when they hit the edges. This way the camera was smooth and players always saw their ships.
Now, the next problem was the fact that the total playground was still not too big. When two ships were chasing each other, it was too soon that they reached the edge and bounced off, breaking the flow of the chase. This, I think, is no fun.
So, what I decided to do after thinking about it for a while was to make the actual playground infinite and just limit the maximum distance between the ships. So, now, the “bounding box” follows the players around. This means that as long as the two ships stay relatively close to each other, they can both advance in the same direction indefinitely. If both ships go off in different directions, the camera will zoom out up to a limit, where players will bounce of the edge if they try to cross it.
Right now I think this is the best solution and I’m happy with the results. Of course, the problem would not exist at all if the screen was split, but that’s not the kind of game I want to make. First, I don’t like how it limits your visibility and you don’t get a feel for the positions of both ships. What I love about my solution is that you can always see the relevant parts of the play field and you always know which direction you have to go.
Project Mk1: Vector graphics, space dueling game
For the last couple of weeks I’ve been working on a new game for iOS. it doesn’t have a name yet (ideas are welcomed…) but it’s basically a Space War type of game where two (and maybe up to four) players fight it off with their space ships.
Continue reading “Project Mk1: Vector graphics, space dueling game”
Minotron and Forget.me.not
So I finally tried Minotron today and it’s as great as I remembered Llamatron to be. Haven’t played it a lot yet, but I’ll get into it… Again, the controls are great. I tried both the adaptive controls and the regular ones. Both seem to work fine although you’ve got to get used to not lifting the moving finger, but in this game you have to keep moving anyway, so it’s ok.
I guess it might come handy if you play so well that your moving hand gets tired… but I haven’t reached that point yet…
Anyway, it’s nice to see a bit of experimentation with different control methods…
I also got Forget.me.not and liked it as well. It also has invisible controls which I love already. I love the random levels, which are very well generated and both challenging and entertaining. It’s basically pacman with shotting and a few other nice tweaks like destructible mazes and different enemies but it all works really well.
I was surprised to see how your shoots do hurt you and it forces you to be careful, especially on corridors that go from one side of the screen to the other and wrap around. It’s cool how the key to access the next level protects your back too…
I’m really loving all the retro goodness on iOS and discovering some interesting games by small indie developers.
Jeff Minter’s iOS games
Ok… so this is old news to anyone interested in retro gaming on iOS… I know… Even though I got my iPad before the year ended, I only started using it about 2-3 months ago (I kept telling myself: I can’t use it until I start programming…right). So the other day, I don’t remember how, something reminded me about Jeff Minter (maybe someone mentioned llamas…) and so I googled him for the first time in years to find what he was up to. Imagine my surprise when I discover he’s releasing games for iOS now!
Then and Now
It’s been a LOOOONG time since I’ve done anything related to programming. My last game, which I released for OS X 10.2 (I think) was done about eight years ago. I did it while I learned Objective-C and Cocoa, and while I like the idea, the levels weren’t so good… I loved the music though…
Welcome to Makasoft
Welcome to the new Makasoft site. I’ve decided to revamp the old site and create a new place for me to post about my current work developing for the Apple platforms.
Here you’ll find news about future releases as well as a new blog where I’ll talk about different topics related to developing and video games in general.
The old stuff is still available at: https://www.makasoft.net/mac-games/
Right now the site is mostly empty. That’s because I’m currently spending most of my time on a new game for iPhone/iPad… I’ll start adding stuff soon…