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The Official iPhone/iPod Touch Gaming Thread

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alisdair said:
To be fair, from your own about page:

I don't see what they've done wrong.
That's what the page says NOW. When Shift (and Yin-Yang) was released, the page said that the ideas were free to use with credit back to the original source. It is largely because of these two games that I changed the license, due to the fact that my options were either to shut down the site to prevent other people from taking the ideas uncredited or just give it away and hope that the fact that each entry is dated and the site was popular enough that I could later create the ideas myself without worry of being sued over implementing my own god damn designs.

And again, my complaints are not that someone made a game based on one of my ideas (though the whole charging money thing seems rather sleazy to me). It happens all the time. There's probably been a dozen completed games (and two dozen uncompleted ones) based on my site. My complaint is that I was contacted by Armor Games to work for them. They cut off discussions and a few months later, Shift comes out. I guess they decided, why buy the cow when the milk is free?
 
lawblob said:
Any impressions of Sway? CO-OP show made it look pretty fun.

And does the Crystal Defenders full game have enough content to make it worth it? I enjoyed the demo quite a bit.

There is a lite version of Sway. I tried it after watching CO-OP, it's pretty fun.
 
Diablohead said:
Sega seem to use an old emulator base for everything they do, because sonic's rolling and jump sounds are extremely similar to other emulated titles with that high pitch whine sound. To add insult to injury someone who helped them with an emulator long ago has a much better version on the net you can just download, sega need to update their emulation shit.

Clearly the iPhone isnt capable of Blast Processing.
 
Finally got Drop 7. What the fuck was I thinking not owning this game? If it weren't finals season my eyes would be glued to my iphone 24/7.

Also, is AC worth 6 bucks?

@Sporgar, yeah that sucks, but you're asking for it by putting your shit out there for the public to see like that. My pet project is safely on a closed server until Its finished enough to be out before anyone else.


And yes, ideas are cheap, but good ones are worth protecting.
 
Sqorgar said:
That's what the page says NOW. When Shift (and Yin-Yang) was released, the page said that the ideas were free to use with credit back to the original source. It is largely because of these two games that I changed the license, due to the fact that my options were either to shut down the site to prevent other people from taking the ideas uncredited or just give it away and hope that the fact that each entry is dated and the site was popular enough that I could later create the ideas myself without worry of being sued over implementing my own god damn designs.

And again, my complaints are not that someone made a game based on one of my ideas (though the whole charging money thing seems rather sleazy to me). It happens all the time. There's probably been a dozen completed games (and two dozen uncompleted ones) based on my site. My complaint is that I was contacted by Armor Games to work for them. They cut off discussions and a few months later, Shift comes out. I guess they decided, why buy the cow when the milk is free?


Dude. That is fucking out of order. Sorry you had to go through such a shitty experience. Fucking dicks.
 
jetjevons said:
Clearly the iPhone isnt capable of Blast Processing.

Sega does what iPhon't

sonic_tap.gif
 
Toki Tori is freaking awesome, it deserves great success. I don't know how it is on iphone but i fail to see how they could mess it up.
 
CAPCOM preparing to drop the Hammer:

LINK
TOKYO (Reuters) - Japanese video game maker Capcom Co Ltd said it plans to launch more than 10 titles for Apple Inc's highly popular iPhone in the year to March, cashing in on growing demand for mobile gaming.

:o
 
TheOneGuy said:
If they're not going to allow "analyzing" the songs' data, what exactly are they allowing? I'm confused! ):
Apparently, list your songs and ask the phone to play them. Basically, the requirements for doing what was shown in the Sims 3 demo.

Effin' bullshit.
lawblob said:
CAPCOM preparing to drop the Hammer:
Will probably all be crap and quick cash-ins.
 
Stoney Mason said:
No. Don't buy it.

:(
The iPhone isn't really a good platform for classic games, it seems.
And I don't really like the "mobile phone type" of games that keep getting released everyday.
 
Xater said:
But I already have those. I'd really like to see some original games.

I don't own them however :)

And they would make nice ports.

Aru said:
:(
The iPhone isn't really a good platform for classic games, it seems.
And I don't really like the "mobile phone type" of games that keep getting released everyday.

Not to be mean but there are plenty of other platforms for you to game on. Just saying.
 
If Capcom released ports of all the Phoenix Wright games onto the iPhone.....oh god I cannot even describe the boner I would have.

Also Sonic is pretty fucking good. I'm enjoying it. Also got Trixel and it's fucking awesome. I can tell the hard puzzles are going to murder my brain.
 
Yeah, something like Phoenix Wright would make all kinds of sense. Sounds like Mega Man 2 didn't really work because of the controls.

Does Capcom have other adventure-type IPs besides the Ace Attorney series?
 
lawblob said:
Yeah, something like Phoenix Wright would make all kinds of sense. Sounds like Mega Man 2 didn't really work because of the controls.

Does Capcom have other adventure-type IPs besides the Ace Attorney series?

Well the Breath of Fire series also makes sense especially with the lack of RPG's on the system.

If they get really ambitious I'd like to see some ports of the early RE games.
 
bomb_jack said:
The hell is this?
An original coded sonic engine which was converted to the iphone by one man, it has a pc counterpart but the visuals you see there are from a fangame which has been in "production" for years. The pc demo is somewhere but the name of the game slips my mind right now.
 
LCFiiiiiiiiinneeeeeeeeeer!

Flashback got an update to fix the bug, implement full screen and make controls look nicer. What do you think now, should I bite?
 
mrkgoo said:
Yeah, that's where I first saw that it had an update (and went back and noticed you posted intially). I was just wanting some impressions from someone here who bought it.
I just updated my game and they also removed that fake scanline look to the image too, it's lovely to see the game in full screen too. the touch anywhere dpad is the same (I have no problem with it) and the transparent buttons around the edge are clear enough to not get in the way.

Another thing about it being fullscreen now is that it's not straining my eyes as much and I can hold the device away from my face a bit :P
 
Diablohead said:
I just updated my game and they also removed that fake scanline look to the image too, it's lovely to see the game in full screen too. the touch anywhere dpad is the same (I have no problem with it) and the transparent buttons around the edge are clear enough to not get in the way.

Another thing about it being fullscreen now is that it's not straining my eyes as much and I can hold the device away from my face a bit :P

Thanks.
Uuuuuggghhh....I'm SO close to just buying the thing... Although I never played the Amiga version (I had the snes version)
 
LaneDS said:
Ugh. No way am I supporting such a lazy port with six dollars. Genesis emulation was perfect on cruddy PCs ten years ago, the iPhone can do far better than this.

Don't blame Sega. One important thing that emulators need is a way to draw the entire screen pixel by pixel VERY quickly (because it has to be done 60 times per second for a perfect framerate). But Apple doesn't give official developers access to direct screen writes - the best they can do is have their emulator render everything to a texture, and then copy that texture to a polygon on the screen, which is a slow process for large textures.
 
mrkgoo said:
Uuuuuggghhh....I'm SO close to just buying the thing... Although I never played the Amiga version (I had the snes version)
I have only played the MD version with less colours before now, apart from that I see no difference at all with this version being emulated here, the game is as great as ever, it also saves where ever you are when you quit the app so loading up again jumps you right back into your last location.
 
Diablohead said:
I have only played the MD version with less colours before now, apart from that I see no difference at all with this version being emulated here, the game is as great as ever, it also saves where ever you are when you quit the app so loading up again jumps you right back into your last location.


Aaah, the good ol' days, when graphics power was measured by the number of colours...:)
 
mrkgoo said:
Aaah, the good ol' days, when graphics power was measured by the number of colours...:)
It was most noticeable on Conrad, but I never realised he has shades of colour to him until I saw screens from the snes games in a thread here a while ago.

BTW, buy the game! you know you want too!
 
Dreamwriter said:
Don't blame Sega. One important thing that emulators need is a way to draw the entire screen pixel by pixel VERY quickly (because it has to be done 60 times per second for a perfect framerate). But Apple doesn't give official developers access to direct screen writes - the best they can do is have their emulator render everything to a texture, and then copy that texture to a polygon on the screen, which is a slow process for large textures.

Hey since you're an engineer can I get your take on this that audio Surf style apps aren't possible with 3.0

http://www.neogaf.com/forum/showpost.php?p=15936699&postcount=5651

ice said:
Here is what Apple states in their OS3 developer guide.



Looking at the Media Player Framework Reference docs, it shows that a developer will have access to all sorts of things about the music via the "MPMedia" classes, such as title, artist, artwork, length, play count, rating, lyrics, type of music (song, podcast, etc.), last-played date, play lists, ability to filter and search, play, stop, skip, repeat, shuffle, volume, etc. Additionally, the developer can have his own "ApplicationMusicPlayer" instance that is separate from the "iPodMusicPlayer", which means the app can create a separate music player without messing up the built-in iPod music player.

However, there is no mention of being able to access the actual music data, which is required for beat detection and visualizations. Again, I could be missing it or reading it wrong... and I'd love to be wrong for my own game's sake. So, if anyone sees something otherwise in the docs, I'd appreciate the heads up.
 
Diablohead said:
It was most noticeable on Conrad, but I never realised he has shades of colour to him until I saw screens from the snes games in a thread here a while ago.

BTW, buy the game! you know you want too!

Damn you. It better be good!

edit: According to the developer, they are considering another update to allow flipping controls.
 
Stoney Mason said:
Well the Breath of Fire series also makes sense especially with the lack of RPG's on the system.

If they get really ambitious I'd like to see some ports of the early RE games.

I admit I still haven't quite got into the iPhone "style" of gaming yet, and would really like to see a few more JRPGs on the system. Even SquareEnix seems to be avoiding getting any traditional JRPGs on the system, when they really could be cashing in on porting SNES-era RPGs to the iPhone.

I wouldn't mind seeing simple cash-in ports of JRPGs on the AppStore. It makes more sense than stuff that isn't suited well for the system, like Mega Man 2 or Sonic.
 
Diablohead said:
It was most noticeable on Conrad, but I never realised he has shades of colour to him until I saw screens from the snes games in a thread here a while ago.

BTW, buy the game! you know you want too!

Ok, this seems to be pretty good ((you're of the hook for now)- I hated the metal menu from the screens of 1.0, and this is much better. Seems pretty playable. I vowed to avoid virtual d-pad whenever possible, but this seems pretty responsive.

Interestingly, I nearly prefer the boxed screen mode (the buttons in 1.0 were really ugly). Nearly.

Why am I buying this? I don't really have the time to play it, since I have other games to work through...
 
minor effort said:
I admit I still haven't quite got into the iPhone "style" of gaming yet, and would really like to see a few more JRPGs on the system. Even SquareEnix seems to be avoiding getting any traditional JRPGs on the system, when they really could be cashing in on porting SNES-era RPGs to the iPhone.

I wouldn't mind seeing simple cash-in ports of JRPGs on the AppStore. It makes more sense than stuff that isn't suited well for the system, like Mega Man 2 or Sonic.

Any RPG or turn based style game of any nature will always make more sense and be better suited for the iphone not that people won't pay for or enjoy certain action games on the platform.
 
Surfheart said:
Anyone going to TOFTT?

I bought it. It's solid. If you like puzzle platformer style games you will like it. If you don't, you won't. You tap a location to make him go to that location rather than using a virtual d-pad and then tap the special items to use them. You tilt your iphone left or right if you need to make him turn left or right. Solid title is my early impression.
 
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