The iPad/iPhone/iPod Touch Gaming |Thread4| NOT Doomed

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Other than PvZ, what are some great tower defense games on iPad?

I played through Jelly Defense on my Android phone, loved that.

Looking for one in the style of Defense Grid on PC, if anyone else has played that.

If you're still in this thread, I'd reconmend Samurai Bloodshow. It's not like Defense Grid but more like PvsZ with awesome art and a deck-system. There's a lite-version, check it out if you're interested.
 
HOLY FUCKING SHIT. The update to Time Crisis 2 that FINALLY came out unbroke the non-Retina bug for the 4S. Fuck knows how long ago I reported it (it'll be in this thread somewhere) but now it's working! Woooo!
 
I still really like it, it's a great reflex tester on harder levels.

I like it too. It's obviously not everyone's cup of tea, but I'm enjoying it more than I did Infinity Blade. It works well for iOS. Love the controls, love the little story tidbits you collect. Could live without the thumping music at the opening of every new level.
 
Some early screens from our upcoming board/puzzle/strategy game:
(it will be like "Mahjong meets Match 3" with strategy and puzzle elements)

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Looks cool! I'm a sucker for Mahjong games, and a new twist is always welcome. Is this going to be Universal?

Actually we just decided against it. I am (or was) personally a fan of the universal concept and our first (non game) apps are.

But for this we are doing all assets for the iPad version in 2048x1576 (just in case) and that will kill any chance to do a 20MB version.

We now go for different playfield sizes and different levels for both versions to make them both worth the money. It will after all make a $.99 difference (which the ones with one device only will save and the others will pay extra, if they like it enough to play both versions).

Developers lose, whatever route they take.
 
reading back the last page or so, does anyone have any impressions on the iControlPad? It sounds great on paper, but seems really pricey. How are the buttons, the dpad...generally does it feel well built to you or a little cheap?
 
Actually we just decided against it. I am (or was) personally a fan of the universal concept and our first (non game) apps are.

But for this we are doing all assets for the iPad version in 2048x1576 (just in case) and that will kill any chance to do a 20MB version.

We now go for different playfield sizes and different levels for both versions to make them both worth the money. It will after all make a $.99 difference (which the ones with one device only will save and the others will pay extra, if they like it enough to play both versions).

Developers lose, whatever route they take.

A shame to see it won't be universal; but I understand the reasoning. Is there anyway that games can build for the 20MB limit and then offer the full resolution art as an IAP btw?

Looking forward to the game though and bound to dip in the moment it appears on the store. Plus different levels in the iphone/ipad versions means I'll probably get both
 
Actually we just decided against it. I am (or was) personally a fan of the universal concept and our first (non game) apps are.

But for this we are doing all assets for the iPad version in 2048x1576 (just in case) and that will kill any chance to do a 20MB version.

We now go for different playfield sizes and different levels for both versions to make them both worth the money. It will after all make a $.99 difference (which the ones with one device only will save and the others will pay extra, if they like it enough to play both versions).

Developers lose, whatever route they take.


Aye - from the sounds of it, though, there will be separate versions optimized for each device? If so, that's good enough for me! I have an iPad and would love to play a non-stretched version.
 
Aye - from the sounds of it, though, there will be separate versions optimized for each device? If so, that's good enough for me! I have an iPad and would love to play a non-stretched version.

Stretching was never an option, we would have designed it to fit everything important in 960x640 using the additional pixels on iPad for decoration.

But only thinking in these directions made us decide against it, so no version will be just an afterthought of the other.

A shame to see it won't be universal; but I understand the reasoning. Is there anyway that games can build for the 20MB limit and then offer the full resolution art as an IAP btw?

There are some games loading hires graphics or extra tilesets from in app (even without purchase). You need to have your own servers of course, Apple does not support devs much there. It would be much easier if Apple offered an official upgrade path to universal.

This is the iPad layout:

playfield_ipad.jpg


Just a mockup, this level won't be much fun. You tap away matching tiles and get rewarded with extras the more tiles you tap. The extras (replace a tile or jump a gap) help you to connect tiles. These swipes connecting tiles are the most important level goals (in this imaginary case you need to connect 3,4,5,6,7 and 8 tiles - roman numbers top left - and find 3 keys).
 
While commenting on the half-assed Caylus multiplayer system, I've come to appreciate how genius the multiplayer in Ascension is, and I hope other async devs take notice.

When you start a game, you pick a time limit. While playing, any time it's your turn (whether you're logged in or not), the clock starts ticking. You then log in (if you're not in already), play your cards, and end your turn. As soon as you end your turn, your clock stops and your opponent's clock starts moving. He then makes his move, ends his turn, dot dot dot.

There are two reasons I think this system is genius. First is that it allows both asynch and real-time play using the same interface. If I want to play a normal async game, I set the clock for 14 days. This allows everyone to make a few moves a day and still have plenty of time to finish the game (it usually only takes a couple days to get through a game that way, the extra time is just there to keep from rushing it).

If I want to play a real time game I set the clock for 30 minutes. Using this setting means you have to stay in the app and make your moves as soon as it's your turn so you don't run out of time. However, the cool thing about this system is the second reason I think it's genius. Even though there's a shorter time limit, it is still technically asynchronous so you can leave the app momentarily should the need arise (text message, move in another game, whatever). In my case, I have a shite wi-fi connection here at the office, so whenever I'm about to pwn someone into submission in Ticket To Ride or Carcassonne, I get disconnected, then shake my tiny fists at the heavens. When I'm playing Ascension it doesn't matter. I'm able to quickly reconnect and log back in to the game, and all I've lost is a couple of minutes on the clock.

Wow, this got unnecessarily long. TL;DR: Ascension's multiplayer is perfect for board games on iOS devices. I hope more devs take notice and do something similar.
 
So for those who bought Mini Motor Racing, what's all the IAP for? And anyone know how Dungeon Crawlers performs on iTouch4?
 
anyone that has a German iTunes account willing to buy my 20,00 € German iTunes card off me?

I won it from a contest but I use a US account predominantly
 
While commenting on the half-assed Caylus multiplayer system, I've come to appreciate how genius the multiplayer in Ascension is, and I hope other async devs take notice.

When you start a game, you pick a time limit. While playing, any time it's your turn (whether you're logged in or not), the clock starts ticking. You then log in (if you're not in already), play your cards, and end your turn. As soon as you end your turn, your clock stops and your opponent's clock starts moving. He then makes his move, ends his turn, dot dot dot.

There are two reasons I think this system is genius. First is that it allows both asynch and real-time play using the same interface. If I want to play a normal async game, I set the clock for 14 days. This allows everyone to make a few moves a day and still have plenty of time to finish the game (it usually only takes a couple days to get through a game that way, the extra time is just there to keep from rushing it).

If I want to play a real time game I set the clock for 30 minutes. Using this setting means you have to stay in the app and make your moves as soon as it's your turn so you don't run out of time. However, the cool thing about this system is the second reason I think it's genius. Even though there's a shorter time limit, it is still technically asynchronous so you can leave the app momentarily should the need arise (text message, move in another game, whatever). In my case, I have a shite wi-fi connection here at the office, so whenever I'm about to pwn someone into submission in Ticket To Ride or Carcassonne, I get disconnected, then shake my tiny fists at the heavens. When I'm playing Ascension it doesn't matter. I'm able to quickly reconnect and log back in to the game, and all I've lost is a couple of minutes on the clock.

Wow, this got unnecessarily long. TL;DR: Ascension's multiplayer is perfect for board games on iOS devices. I hope more devs take notice and do something similar.
I've yet to complete a game of Ascension multiplayer. The first few moves are quick, and then my opponents just afk for the next few days. I've posted my username in the Ascension thread but didn't get a single game out of it. I feel like I wasted $8 :(.
 
Disheartened to see the flood of super angry 1star reviews on the Where's My Water update ($1 for 50 more levels), especially when the developer previously released a ton of new content for free.

Sometimes dis market be nuts
 
Disheartened to see the flood of super angry 1star reviews on the Where's My Water update ($1 for 50 more levels), especially when the developer previously released a ton of new content for free.

Sometimes dis market be nuts

People are idiots and will continue to be idiots as long as there are people.

I love how people are so entitled to get free content from a $0.99 app for the rest of earth's existence. Yeah, it will probably take a little more than a buck to keep making great content. I hope developers realize that there are actually sane iOS customers out there.
 
HOLY FUCKING SHIT. The update to Time Crisis 2 that FINALLY came out unbroke the non-Retina bug for the 4S. Fuck knows how long ago I reported it (it'll be in this thread somewhere) but now it's working! Woooo!

Hold the fuck up! What is this Time Crisis iOS?! Are they ports? New games? Is tapping a screen anything like the light gun?! TELL ME!

And no one has told me yet if Darius Burst is coming out in English on iOS.
 
Hold the fuck up! What is this Time Crisis iOS?! Are they ports? New games? Is tapping a screen anything like the light gun?! TELL ME!

And no one has told me yet if Darius Burst is coming out in English on iOS.

There's even a way to use your iPhone as a gun for the iPad version!
 
Quarrel Deluxe is on sale for 99¢. Probably for the launch of the XBLA version. It's a great, fun word game.

Whoa, I ALMOST bought it yesterday but didn't because I wondered if this might happen. Close shave. :P Game is very fun!

Also picked up Mini Motor Racing for $1, that game is really great (coming from someone that didn't like Death Rally at all). I enjoy tank controls and the handling.
 
I've yet to complete a game of Ascension multiplayer. The first few moves are quick, and then my opponents just afk for the next few days. I've posted my username in the Ascension thread but didn't get a single game out of it. I feel like I wasted $8 :(.

Add Slacker then start a game with me. I'll help make it worth your dollary doos.
 
I've yet to complete a game of Ascension multiplayer. The first few moves are quick, and then my opponents just afk for the next few days. I've posted my username in the Ascension thread but didn't get a single game out of it. I feel like I wasted $8 :(.

I think the problem is notifications are not working like they should. That, coupled with timed games makes it worse. If you don't get a notification and you forget to check on it, the timer could run out and that boots you from the game.

I've just made it a habit of checking Ascension out first thing when I pick up my iPad.
 
I've yet to complete a game of Ascension multiplayer. The first few moves are quick, and then my opponents just afk for the next few days. I've posted my username in the Ascension thread but didn't get a single game out of it. I feel like I wasted $8 :(.

Add Z3R0_5UM. Always up for a game, rarely go a few hours without checking.
 
Hold the fuck up! What is this Time Crisis iOS?! Are they ports? New games? Is tapping a screen anything like the light gun?! TELL ME!

Reviews have been kinda lukewarm on them though. Rage, on the other hand, is an absolutely excellent on-rails Time Crisis-style shooter.
 
Reviews have been kinda lukewarm on them though. Rage, on the other hand, is an absolutely excellent on-rails Time Crisis-style shooter.

Well, it doesn't have a cover system like Time Crisis, but I agree, it's an excellent on-rails shooter. Love having the ability to dodge.
 
I still think Rage HD should have a radar system like Panzer Dragoon (and possibly with varying dot sizes to indicate height level), spinning around just to make sure an enemy isn't coming from some weird angle (at least before you learn the levels, if you ever play it enough to memorise it that is) isn't a good gameplay element. And I guess they'd have to make enemies more lethal and more numerous if they added that. And to please let us position the buttons how we want on iPad, everything on the bottom as if it's a device you hold like a handheld/phone is bad. The rest is great though, outside small pop-in and frame rate issues.
 
I still think Rage HD should have a radar system like Panzer Dragoon (and possibly with varying dot sizes to indicate height level), spinning around just to make sure an enemy isn't coming from some weird angle (at least before you learn the levels, if you ever play it enough to memorise it that is) isn't a good gameplay element. And I guess they'd have to make enemies more lethal and more numerous if they added that. And to please let us position the buttons how we want on iPad, everything on the bottom as if it's a device you hold like a handheld/phone is bad. The rest is great though, outside small pop-in and frame rate issues.

No pop-in and fps (aside from sometimes at the very beginning of a level) issues whatsoever on my iPhone 4. Also, the having-to-spin-around issue is only there if you're playing with 'virtual window' controls, which give you 360° freedom of panning while the other options don't let you turn the camera away too far from the targets. Button config would be cool.
 
Just bought Pocket League Story yesterday on the cheap(er) side at ~$2 and am loving it, another great simulation game from Kairosoft although some others have been disappointing it feels like they're back on track with awesome for this game. (Also was playing Mega Mall Story just before I started PLS, these 2 + Gran Prix Story are worthy successors to Game Dev Story unlike some of their other releases).
 
Would be awesome if that new DoDonPachi game is higher res than the other ones. The smooth-looking Phoenix HD made me believe it should be possible while maintaining a great framerate.
 
Just beat Run Roo Run. All main + extreme levels. Ranked #556 on the leaderboards. Fun game. Will go through all the levels at least one more time to see if I can improve my times. Missing just one achievement (complete all level 20 levels without dying). Other than that, will play the bonus levels then move on to another game.

Deciding between Terra Noctis or Mage Gauntlet.
 
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