Vector Star Brawl has been released on the iOS AppStore. You can get it here: Vector Star Brawl
It’s free (for now) so go ahead and give it a try.
iOS Development
Vector Star Brawl has been released on the iOS AppStore. You can get it here: Vector Star Brawl
It’s free (for now) so go ahead and give it a try.
Well… it’s done… After these last few months of coding and testing, today I submitted the finished game to Apple…
Update: Had to re-submit it to add support for iOS6 and the new devices with the longer screen, but it does work very well with the new screen size!
I’ve been working on finishing my first iOS game lately and I think I’ve reach the point where I’m pretty happy with the results. Now I’ll start testing it with friends and family who own Apple devices.
Today I’ve posted 3 songs from my upcoming game on Soundcloud. I wanted to create a soundtrack that sounded like instrumental surf music with electronic instruments… I like how these songs have turned out and I’ll probably make a couple more in the next few days… do comment if you like them (or even if you don’t…). I’ll probably will make them available for download in some form after I release the game.
Even though I’ve been silent on the site for a while (busy with real-life and programming mostly), work on my game is progressing along. I think the game will be finished very soon… at least, ready for an initial release…
Special Powers
I’ve added some cool special powers, an “easy” mode for people not used to the thrust/turn system and a use for landing on things. I’ve also added a new scenario for the game where you have a big planet with a couple of orbiting moons.
Continue reading “Update on Vector Star Brawl”
My space dueling game is progressing nicely and one of the latest features I’ve added is the possibility of landing your ship. Right now there are only asteroids around to land on, but it’s pretty cool. The landing pods come out automatically when you’re near an asteroid and retract if you bump into it or accelerate. When you manage to touch the asteroid with both without hitting it with the body of your ship, the ship stops.
Continue reading “Landing on Asteroids and New Ships”
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…
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…
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.
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”