The Official iPhone/iPod Touch Gaming Thread

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mrkgoo

Member
helava said:
Awesome! Thanks so much!

Also, just as a note - if you want more chips in Card Ace, grab Word Ace Pro and use the chips from there. All your chips carry over from one game to the other.

w00t!
seppo

Yes, that's what I jsut did - it said I was successful, but I'm not sure if it actually added $10,000 or not - I honestly don't know how many chips I had! I THOUGHT I had about 22-26,000 ... does it take time to add the amount?
 

Fusebox

Banned
mrkgoo said:
Whaaaaaa....?!


2wmfjq0.png

Happened to me a couple of days ago, went to sync and got a deauthorisation warning. Had to log back in on both iTunes and my iPhone to get them syncing again.
 

Dorfdad

Gold Member
If any of you iPhone fans would like free apps and to work on a pretty popular iPhone site please msg me.. I'm looking for 2 more review staff.. Must be able to produce about 3-4 reviews per week. My site gets over 60,000 hits a month so you will have some exposure!
 
Alright, I swear that after this post I will stop talking about Eliminate, as I don't want to sound like mr negativity, but I think I've pinpointed the main reason I dislike the game: it's boring. Perhaps I've been spoilt by PC multiplayer FPSes, but in Eliminate matches almost feel like a chore to play- movement feels sluggish, gunplay is very unsatisfying and killing opponents quickly becomes repetitive. Variety comes in the form of upgrading weapons and armor, which seems like a sound idea until you realize that it takes forever to do so, unless you shell out a serious amount of cash (I cannot stress enough how much I loathe Eliminate's energy system). I wish ngmoco would scrap the upgrade system and instead go the Quake Live route of having players pick up various weapons on the battlefield, but I know that too many people have already spent way too much money through DLC for this to happen. Perhaps I should just wish for an iPod version of Quake Live instead.

On a positive note, I'm having great fun with Word Ace- today I won a hand with my first seven-letter word ("fondler"...er, don't read too much into that) and I left a table with more chips than when I joined it, which has been rare for me so far. Too late to check out Card Ace right now (should really be getting some sleep...), but I'll probably download it tomorrow (which is really just later today- again, I need some shut-eye).
 

helava

Member
SSBA - I think you've hit the nail on the head, re: Eliminate.

For me, with an FPS, the thrill is in a combination of strategic planning and twitch action. You've got to know your enemy, know your environment, and know how to defeat him (or her).

In most FPS's, that comes from knowing where the weapon pickups are, what weapon your enemy has, and where they are in the environment - then finding the right weapon and using the environment to your best advantage.

As for the twitch action, the controls simply aren't good enough to create that "psychic" sort of state where your character does what you want them to do without you having to think about it.

It all comes to a head for a lot of reasons that all stack upon each other:

1.) It's really difficult to know what your enemy's equipped, because even though you may be able to see the general weapon type, you don't know how upgraded they are at first glance. They could be weak, they could be impossibly strong, and there's no good way (that I know of) to instantly assess that.

2.) The pickups aren't as varied and interesting as weapons are. If I'm playing with a pistol, and I pick up a shotgun, I know exactly what it *means* - I know how it changes the game. If I pick up an "accelerator" in Eliminate, it makes me *worse* because now, I've got lousy controls but I'm moving even faster. Whee.

3.) The fact that the pickups aren't weapons means they generally rely on the controls to be effective. That is, the cloaking device allows me to get a strategically superior position on an enemy - but it doesn't help as much because the controls are bad enough that I can't take advantage of it. In a "real" FPS, that split second advantage you get from being in the right place really matters. In Eliminate, they can turn around in the time it takes you to fire off a few ineffectual shots, and now the tables are even again. The accelerator, as I said above, often isn't an advantage. The health regen is good, but it's ALWAYS good. The thing about a shotgun is that there are certain situations in which a shotgun is worse. That's the beauty of a well-balanced weapon setup, and Eliminate just totally fails on that front.

As a result, the games aren't really about anything. You've got some people who are better outfitted than others, and they're basically going to win, unless they're terrible. And even then, if the imbalance is great enough, they'll win anyway. There's little strategy, because the pickups don't feel useful, and getting the 'drop' on someone doesn't matter all that much because the controls are so borked.

I know I sound really negative, and I don't really mean to be. No offense to any of the people at ngmoco - I worked in a division of EA that Neil Young managed for a while, and I don't have anything but respect for the guy. And maybe I'm just jealous that they've got ludicrous amounts of hype for their games, and they've been commercially quite successful. So take it all with a grain of salt. But it feels like Eliminate has the veneer of an FPS, yet as they put it together, they failed to really grasp the deeper strategies that make FPS's fun - and so when they built their microtransaction setup, they really screwed up the core of the game, and utterly gutted anything about it that makes it compelling.

It's sort of like their multiplayer implementation - it's really smooth and polished, and getting into a multiplayer game is a breeze. But I don't *care* that I'm playing with other people, because aside from a canned taunt that they probably won't even see, I can't interact with them in any meaningful way.

With Word Ace, while playing it, we found that that "IN YOUR FACE!" moment when you win was really critical. Being able to lord over your opponents was a huge part of the fun. Similarly, being able to have that, "Dammit, I screwed that up" reaction was something that made the game really feel like you were playing with other people. With Eliminate, you're playing with other people, which is great, but there's no social aspect to it at all. I might as well be playing bots with human-ish names. It's right on the surface, but there's nothing past that.

Am I wrong, here? Am I missing something that makes the multiplayer experience of this thing pop? Is there something to the balance that I'm just not getting? 'cause earlier tonight, I played a handful of games where I'd empty clip after clip into somoene, and then they'd turn around and kill me in two shots. I'd LOVE a good multiplayer online FPS... am I missing something?

seppo
 

Guv_Bubbs

Banned
RelentlessRolento said:
I have the sensitivity maxed out and like I said the right stick feels fine, but the left dosnt. I'll trust you on the speed of the left, but I'll chime in if it dosnt get better with other armors.

also... currently in development from GAFers...

fwyhavepowers-01.jpg


;-)
Ok sweet. You don't need new armor just up the one you have with a few creds.
What's this GAFers your talking bout? If it's a gaf app then that'd be great!
 

RPS37

Member
I've gotten as far as I'm going to get in Hook Champ, I'm ready for the next great iphone game. Needless to say, it wasn't Eliminiate. What's going on with Plushed? It doesn't look mindblowing, but I still love the art. What's comng out soon that yalls is excited for?
 

alisdair

Member
UniWar is very much like Advance Wars, but it's a lot slower. Which is odd, because to suit the iPhone well, it would need to be faster instead. Worth picking up anyway, it's a great game.
 

vesp

Member
Mechos War is also an Advanced Wars clone. It's got a lot more personality and a better campaign than Uniwar, but it's still nowhere near as good as the AW. It's often on sale for 99 cents though, and it's really not a fair comparison at that point.
 
RPS37 said:
I've gotten as far as I'm going to get in Hook Champ, I'm ready for the next great iphone game. Needless to say, it wasn't Eliminiate. What's going on with Plushed? It doesn't look mindblowing, but I still love the art. What's comng out soon that yalls is excited for?

Only game right now I am looking forward to is Ravensword and that tabletop space RPG. Other than that I'm just waiting on price drops.


Mdk7 said:
Oh and Albino Squid as well please! :D

again, note taken ;)
 
I spent some good time with Eliminate today after spending my first 3 matches worth of energy last night, my first thought is that the controls take up way too much screen, I can understand looking around but the movement stick is way too big, to go full speed you are sliding your thumb all the way to the top of the screen, and strafing right you may as well close your eyes while you play.

The energy approach is ok, way too slow to naturally charge (enough energy for 1 single online game every 4 damn hours) but otherwise I like it and it's slight rpg element, 59p for 20 cells = 4 cells per match = 5 online games to earn money for the price of a chocolate bar :p

I'll keep playing it as it's just like a portable quake 3 in your pocket, well it should be as it's the quake 3 engine and all.

Now, i'm rather tempted to buy Asphalt 5...
 

yurinka

Member
Hi! Here's another iPhone game from our office:

Carnival Games live
4 minigames, Facebook connect (on-line ranking of your Facebook friends), multiplayer, a cool artstyle, etc

978408_20091103_790screen001.jpg


978408_20091103_790screen002.jpg


978408_20091103_790screen003.jpg


978408_20091103_790screen004.jpg


PR Stuff: http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20091104006014&newsLang=en

Itunes link ($2.99) : http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=336865264&mt=8

I think the demo version still isn't released, but it should be released soon (this week or next week maybe).

If anybody plays it, please send me feedback, specially from the artstlyle :)
 

yurinka

Member
cooljeanius said:
Is this the same Carnival Games franchise that was on the Wii and DS?
No. Not the same IP or game.

Same theme and almost the same name.

I think Wii/DS games and IP owners are Take-Two Interactive / 2K Play. The iPhone game and IP owner are Digital Chocolate.

Let's say the iPhone game is the good one ;)
 
yurinka said:
No. Same theme and almost the same name, but other game/IP. Let's say the iPhone game is the good one ;)
Did you check to make sure the people behind the other Carnival Games don't have anyone like Tim Langdell in their legal department?
 

yurinka

Member
cooljeanius said:
Did you check to make sure the people behind the other Carnival Games don't have anyone like Tim Langdell in their legal department?
I don't know who is Tim Langdell, and I'm not a lawyer. I'm just a developer.

But since carnival games is a popular theme and name, I supouse this can't be trademarked. I think it would be like to trademark racing videogames or football videogames.

We already released another game under this IP for mobile phones (J2ME / Brew) in the past and anything happened. We are relatively big (with some friends inside like Trip Hawkins and Sequoia Capital) so obviously we have a good legal department.

I supouse this have been consulted, since I'm sure it has been checked for other games were I worked (I'm from the same studio but not from the same team) even when they were really innovative / original and there were not other known game with similar name.

And BTW there are older games using this theme and -I think- name than the Wii/DS ones.
 

mrkgoo

Member
Chinner said:
anyone played doom classic yet? please tell me you can play with modern combat controls!!

I've been working my way through Doom Classic.

Haven't played Modern Combat, but if you mean by aiming via the screen, then, I don't think so.

Doom doesn't have free look for one.

The controls are only OK to me. I play despite the controls.

Here's the setup:

There are 3 options for controls:
1) Turn and move forward/back on the left d-pad(not separated), strafe on the right d-pad.

2) Move forward/back and strafe on the left d-pad(not separated), turn on the right d-pad.

3) Move forward/back and strafe on the left d-pad(not separated), turn on a virtual 'steering wheel' (allows for insanely fast turns, but is kinda weird).

There is a fire button in the top right, a map button on top left, and adjacent to that the menu button.

Controls are pretty sensitive, turn red when pressing, and go green when pulling very far. However, I don't feel like they are 'balanced'. For example, it seems much easier to turn right than it is to turn left (could be related to where I THINK my thumb is touching).

I use set up 2. You can turn on accelerometer turning if you wish, I believe, through either a cheat code, or an option in menu (I haven't tried it so I don't know the distinction).

Doesn't sound like much, but there are a few other option toggles that can completely change the setup, and all the d-pads and buttons are configureable to where you want on the screen.

The biggest option toggle is d-pad centering. By default it is 'on'. This means wherever you put your thumb, that recenters the d-pad. The best way to consider this is a virtual analogue stick - you HAVE to press and slide to initiate movement. If you turn this off, then the d-pad stays in the position on the screen - you can still slide as if it were an analogue stick, but you can also 'tap'. (when recentering is on, then tap does nothing).

Other option toggles include:

Auto use - means you don't have to tap the screen to open a door or hit a switch.
Turn ramping - default to on, but I like it off. It's basically acceleration curve on turning.
Controls visible - you can turn the d-pads visibility on or off (I like on when I have centering off, but if I use centering on, I like to have them invisible).

There're a few others too.

In addition, you can change the size of the d-pads - default is 100% each. It appears to adjust sensitivity as well.


My main problem is that the touch zones for everything is larger than the graphics display. If you put the fire button too close to the d-pad then it will activate both when you hit them. This is obviously, undesirable. Even with the fire button as far away as possible, I still occasionally hit slightly too low causing me to both fire and turn.

I'm not sure which control set up I like best, but I can use centering on/off and occasionally change the size of the d-pads to 50%.

It's not perfect, but it's ok. Doom is so fantastic that somehow I manage. That said, my style of play is to basically constantly strafe, so the imprecision on turning isn't too much of a problem (turning sensitivity seems a bit high for the tapping part).


Some real neat parts are that there are 4 difficulties, and each map is accessible from the start. All four episodes. I've been playing the hardest difficulty, and just finished episode 3, so maybe that will give you an indication that the controls are at least passable.

Also, teh map screen is great - pinch to zoom and touch to scroll around. Really slick.

Graphics and sound are very good, and frame rate is really smooth 98% of the time (occasionally it has a couple hiccups). It's exactly doom, complete with all the power ups and pickups, and the behaviour of the enemies - for example, on later episodes when you start afresh with no weapons you really have to learn the AI of the various enemy types to your advantage. You have to learn which enemies will damage themselves, and which enemies will actively hurt each other. I always thought the flaming skulls were hilarious when you turned them on each other.
 

maxmars

Member
Doom classic: :D It's like being in 1993.. again.

EDIT: it says online multiplayer in the description but it's more local multiplayer. Still, can't complain.
 
Anybody have impressions of Romance of the Three Kingdoms Touch? It's kind of steep at $9.99, but I could probably be persuaded to bite if the quality is there.
 

Psy-Phi

Member
$h@d0w said:
doom controls suck for me, waste of money :-(
Are they like Wolf3D? Because that game controls fantastically. I assumed that's how they'd be but I'm waiting for exactly what's being discussed here. After Duke3D...I have to. Now THAT was a waste.
 

VALIS

Member
Hey, anyone know of a program that catalogs your iphone games? Preferably something FOR the iphone, but I'll take PC only as well. I'm probably around 500 iphone games now and losing track of what I have!
 

eyao

Member
I'm a part of creating a site for iPhone gamers, and one of the things we're trying to do is to keep track of all the iPhone games a user has (or in this case a fan of since i delete all games that i don't like). One of the additional advantages is you can also talk to the developers of the games as well if they sign up - we have roughly 40 developers now and every game on the iphone as of two weeks ago - we're adding the rest soon.

site: http://www.playhaven.com

While its mainly PC (web) focused, we have an entire iphone site available as well normally accessed through the games themselves (see Geared).
 

mattiewheels

And then the LORD David Bowie saith to his Son, Jonny Depp: 'Go, and spread my image amongst the cosmos. For every living thing is in anguish and only the LIGHT shall give them reprieve.'
yurinka said:
Hi! Here's another iPhone game from our office:

Carnival Games live
4 minigames, Facebook connect (on-line ranking of your Facebook friends), multiplayer, a cool artstyle, etc

978408_20091103_790screen001.jpg


If anybody plays it, please send me feedback, specially from the artstlyle :)
looks really unique, charming...don't know if the name 'carnival games' will last too long though.
 
eyao said:
I'm a part of creating a site for iPhone gamers, and one of the things we're trying to do is to keep track of all the iPhone games a user has (or in this case a fan of since i delete all games that i don't like). One of the additional advantages is you can also talk to the developers of the games as well if they sign up - we have roughly 40 developers now and every game on the iphone as of two weeks ago - we're adding the rest soon.

site: http://www.playhaven.com

While its mainly PC (web) focused, we have an entire iphone site available as well normally accessed through the games themselves (see Geared).
Crashed my mobile safari, ironically, on the iPhone page. :(
 

eyao

Member
biggyfries said:
Crashed my mobile safari, ironically, on the iPhone page. :(

Ah sorry about that! We're working on it right now - currently the best way to access it is to go through an actual supported game or just through the web. Going through Safari on the Iphone will be fixed this week I promise!
 
eyao said:
Ah sorry about that! We're working on it right now - currently the best way to access it is to go through an actual supported game or just through the web. Going through Safari on the Iphone will be fixed this week I promise!
Sounds good! Thanks for the quick reply.
 

Surfheart

Member
I had no problems with Wolf 3d's controls on the iPhone but I didn't like Doom's controls at all initially.

Here's a tip to make them more like Wolf's controls; go into options>settings, turn "Center Sticks" and "Ramp turn" to "Off"

Also, you can enable tilt to strafe, which works well for me now after some practice, by turning "Tilt move speed" up beyond 0%.
 

mrkgoo

Member
Surfheart said:
I had no problems with Wolf 3d's controls on the iPhone but I didn't like Doom's controls at all initially.

Here's a tip to make them more like Wolf's controls; go into options>settings, turn "Center Sticks" and "Ramp turn" to "Off"

Also, you can enable tilt to strafe, which works well for me now after some practice, by turning "Tilt move speed" up beyond 0%.

What I don't get is how people don't often go into options to see what is there, yet simply just say it sucks and that's that.

Doom controls aren't perfect, but I'd say they are 90% there.

I'm halfway through episode 4 on hardest difficulty. Man this game is so awesome. Just so much imagination in the level design. Say what you will about modern FPS, but I say they're concentrating on making realistic environments and somewhat forget actual level design. Doom levels have a sense of puzzle about them.

Hitting a switch, and wondering what happened. Traipsing through some corridors you've been through only to have a huge wall open up and literally dozens of enemies swarming on you. Hearing enemies, but wondering where they are. Turning certain enemies against each other because you are running out of ammo. Seeing the pure imagination put into what was essentially 2D level design. For the simplicity of the game engine, they sure powered out recognisable landmarks. Rivers of blood, open fields, buildings, complexes, it was so amazing then, and even now.

Man, I was playing a level and I was down to 1% health - sure, quick save saved me in the end, but it wasn't easy.
 
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