cw_sasuke said:Not on the german store it seems :-/
Yeah I am also really disappointed. Does the game even include swastikas?
cw_sasuke said:Not on the german store it seems :-/
greenjerk said:can we seriously start a support group for the app store? I'm getting quite the backlog and spending more than i ever thought i would! :lol
Stoney Mason said:Edit: I see people are now beating me to the punch in my chosen posting format.
<Cries tear of sadness>
Originally Posted by minameismud
George: my requests for the update:
1. some visual representation (an actual numeric counter pls) of the ammo left for the current gun. sucks to be taking down baddies and all of a sudden you're tryin to give them the boot. doesn't work (might be better with the controls fix), and you die.
Already on my update list and I noticed this as well. Will probably put some number either down by the weapon or under the health bar or something.
Quote:
3. confirmation on resetting the controls to the defaults. (if you hadn't gathered, i'm also a developer, tho of business apps for m$'s .net platform.) confirm dialogs are useful.
Yeah, also with "quit" in the pause menu. I don't know why there aren't Y/N confirms on destructive choices, but there will be.
The controls are the #1 issue to me and I'd like that addressed immediately. I'm getting an update later this afternoon to check out, and I expect it'll take a couple of days to nail down, then hopefully submitted.
The plan is to basically get out an immediate update to address the analog controls, so we can shave off as many days as possible. We can slip as much into update one as possible, but I'd like to not lose a week due to doing too much, too soon, as every day the controls aren't addressed, people get angry.
Will definitely be posting a list and road map of feature changes per version and my intent is to have at least two fairly immediate updates, the first one being analog controls + a few minor things, and the second one addressing design things like ammo counters on screen, but still coming in days vs weeks, hopefully.
Xater said:Yeah I am also really disappointed. Does the game even include swastikas?
jonnybryce said:Is the gameplay strictly creating a web to eat bugs over and over? Seems like a cool idea that doesn't have much depth or length.
Xater said:Ok I just checked out the video of Wolfenstein RPG and I don't understand why this is not on the german store. There ar eno swastikas and the game has pretty much no violence. I mea even Duke 3D has been released here. This is bullshit![]()
mrkgoo said:Just to encroach:
and
No...but it still doesnt make sense, since there a dozen of WWII Shhoter which are being released in germany on other plattforms.mrkgoo said:Is Wolfenstein Classic on the German Store?
mrkgoo said:I don't think it's about Swastikas - isn't the whole Nazi thing in general kind of a no go zone? Is Wolfenstein Classic on the German Store?
Stoney Mason said:Good thing he is being so reactive. Obviously the better thing would have been to get it right first but what's done is done and its a good sign they want to try to fix the situation as much as they can.
A lot of devs never fix their issues on the iphone so I'm glad to see the effort and plans at least.
Honestly I would have had pulled it and just release it later. It's only going to start piling up negative reviews in its current state.
Xater said:No that's not the problem. Only the swastikas could prevent a release because it's against the law to have them in a game. For that reason Wolf classic can't be released here.
Believe me, we have plenty of games to kill Nazis.
mrkgoo said:Oh, ok. Who knows, maybe Swastikas are in the game later. Did Wolfenstein 3D have Swastikas?
Maybe because this game is making light of the situation by creating a more fantastical atmosphere (zombies, etc). I'm not sure what the situation is in Germany regarding WWII history, but my understanding was that it was totally open and honest. Maybe the Wolfenstein games are a bit too ...uh... historically inaccurate.
It does thanks!mrkgoo said:I can't remember, but when you are small, you can climb walls. SO maybe that helps.
radiantdreamer said:Weird, I searched the app store and can't find any matches on MemoryInfo or FreeMemory. not available in my region?
Anyone got itunes links?
arn said:trivia - Firemint did the iPhone port of Wolfenstein RPG.
arn
Stoney Mason said:
link said:One feature that has never been on any version of Civ Rev that we're potentially talking about is hotseat, where I do a turn, I give you the phone, and you do a turn.
Union Carbine said:Well, there goes my lunch money: picked up Spider, TimeLoop, and Wolf RPG. I'm beginning to think I've got a problem. I think I need a twelve step program.![]()
[Interview] David Kalina of Tiger Style Games
Chris Burke
tigerstyle
A few months ago we came across a surprising little iPhone game by the name of Spider. In it, you use your eight-legged-platforming-prowess to scale walls, spin webs, snack on bugs yknow, the usual bad-ass spider stuff. I got a chance to talk with David Kalina, Co-Owner and Lead Programmer at Tiger Style Games and an industry veteran (Splinter Cell, Deus Ex: Invisible War, Thief), about Spider and why he made the jump from big-budget studios to indie games.
The games premise is about as simple as Ive just explained: youre a spider, go nuts! But Tiger Style games has managed to build some depth, as well as instant fun, into that seemingly basic package. Flicking your finger against the iPhones screen causes the spider to spring across the room with pinpoint precision. Building a web, which you can walk around on and use to capture prey, is as simple as connecting dots. Combine these solid platforming mechanics with hand-drawn art and a helping of online features and youve got a promising game.
GD: So whats Spider in a nutshell?
Kalina: Spider: The Secret of Bryce Manor is a unique action / adventure game for the iPhone and iPod Touch. You draw webs with your finger, trap bugs and eat them, and explore an abandoned mansion, uncovering its secrets.
GD: What drove you to make the game in the first place?
Kalina: We threw around a ton of concepts in the very early days. Ideas are cheap; picking the right idea for our goals as a developer is hard. It was very important to us to find something that was unique for the platform, had strong personality, and was possible to build with a small team in a short period of time.
The initial concept was just a couple of sentences. Our friend and contributor Jon Whitmore gave us this:
You are a spider, and you spin your web with your finger on the screen. You have to eat the flies.
As we filtered through the many, many possibilities for our first game, we started developing a few of the simple concepts into more elaborate game design treatments. The initial game design treatment for Spider was actually quite different from the game it turned into, but it helped us get focused on something attainable and got us excited about the possibility of making a Spider game.
GD: How long has it been in development?
Kalina: From the first line of code to our submission to Apple, the entire games development took exactly 8 months.
GD: One thing that stands out about Spider is its physics. How did you capture that feeling of spring-loaded energy?
Kalina: Getting the physical motion of the spider right was one of the hardest and most important problems we had to solve for this game. The main challenge wasnt really technical Spider actually has a very simple physical model. The challenge came from developing a control scheme that is completely native to the touchscreen and getting it to feel right for everyone.
If you tell a group of people who have never seen the game before that they need to swipe to jump youre going to get a wide range of actual input. Some people will swipe their finger quickly and aggressively, some will move slower and more tentatively. Ultimately, this one action has to work reliably for everybody who plays its the most important, most common action in the game, and it had to be fun and accessible.
The real trick was playtesting early (our first internal build was sent out back in February) and iterating often. In earlier builds, playtesters had a lot of trouble controlling the Spiders jumps. We took that information, simplified the way it worked, and kept tuning and tweaking it until people started getting it immediately.
Quality animation also makes a big difference in the feel of the Spider. We were lucky to have a really great animator named Jen Cha working on the Spider with us; her contributions really impact the look and feel of the game.
GD: What kinds of features does Spider offer, aside from the core game?
Kalina: Spider does feature online leaderboards for each of the four game modes (Adventure, Feeding Frenzy, Hunger, and Precision). We also have integrated Facebook Connect into our leaderboard system. If you sign into Facebook through Spider, you can compare your high scores directly with your friends high scores. Its super sweet to see your friends faces inside the app, and its fun to compete against their best performances.
In some ways, the game has a casual feel; its fun to just drop in and build webs and explore. But there is also a lot of content to satisfy more hardcore gamers. In addition to the 4 distinct game modes, we have 24 achievements to unlock and 12 secret areas to discover across 28 levels. Spider has plenty of content to keep you engaged for hours.
GD: So when can we download Spider, and for how much?
Kalina: If all goes well, we hope to be in the App Store in mid-August for $2.99
(Edit: Spider is available for download from the Apple Store as of today 8/10)
As well as launching their new game, Tiger Style Games has been busy launching itself as a studio.
GD: Having worked at big-budget studios like Midway, Ion Storm, and UbiSoft, what brought you to indie games?
tigerstyle2Kalina: Randy Smith and I found ourselves looking for an inspiring opportunity at the same time, and the traditional AAA development jobs were starting to lose their lustre. We had both worked on projects for over 3 years that never saw the light of day. The iPhone market offered a clear opportunity for a small group to quickly make something exciting and different. Both Randy and I have 10+ years experience in the industry and it just felt like the right time to take the plunge and try to do it our own way.
On top of that, we both love our iPhones and believe that they have tremendous power as a gaming platform. It is a space in the gaming universe where an independent developer can take some real creative risks and still have a shot at success.
Being fully independent has incredible perks (creative freedom, flexibility of hours and lifestyle, working from home / anywhere) but is also risky and challenging. We could get rich or we could end up penniless, but either way we will have made games that we are passionate about.
GD: Whats the present for Tiger Style Games, and whats next?
Kalina: We are currently moving into full-time promotion mode for Spider. Most importantly, we are working on putting together a video trailer, which will hopefully be available within the week. As a fully independent developer, we need to go out and talk to everybody ourselves and try to build up some excitement for our game. After the game is released, we plan to do an update and a lite version.
We are also super excited to start working on Game #2. We intend to leverage our experience on the platform and the technology weve built to take on new creative challenges. Our second game will hopefully be very different from Spider, but like Spider, our goal is to continue making stuff that is different from everything else available in the App Store.
It's really good! Man spider is going to have to wait. Civ, timeloop, duke, monkey island and wolf rpg are all too much at once.datamage said:Need impressions on Wolf RPG damnit!
(Already bought Spider and Civ Rev today...)
Stoney Mason said:
Pros: Many levels, achievements, and minigames; unique art style; emotionally resonant music and missions
Cons: Slow to start; some stages play very similarly
Bottom Line: Although it takes some time to ramp up, Gomi has a stirring aesthetic, solid mechanics, and many hours of content. It's the complete package.
Score:4 out of 4
To describe Gomi as a combination of Rolando and Katamari Damacy does a disservice to Gomi's unique qualities. Yes, Gomi is a blob that you roll by tilting your iDevice, and he does devour larger and larger objects as your progress through each stage. But we discovered, to our great shock, other notable influences: the gravity-defying physics of Super Mario Galaxy, the emotional resonance of Okami, and a stunning soundtrack that to our ears sounded similar to the work of synthesizer maestro Vangelis.
Your Gomi is a brightly-colored blob (you can alter its shape and hue by unlocking new looks throughout the game) who serves as a sort of organic recycling center. Trash goes in, including beach balls, toxic waste, and spacemen, and colorful flowers pop out. Your goals vary slightly in each stage, but generally they involve rolling at a slow, patient pace, leaping to stick to new areas, and collecting enough trash to move on to the next stage.
While these basic tasks can feel a little dull at first, the game opens up wildly later on to include special abilities, like blowing up your Gomi like a puffer fish to move faster and pick up bigger objects. Plus, at the end of each of eight worlds, you'll face off against a unique boss, which can involve new objectives like saving baby seals or body slamming the Starship Enterprise from Star Trek.
Gomi is as eclectic as we'd hope a game could be. The visual style matches the recent cult favorite Enviro-Bear 2010, but Gomi plays much, much better. The background characters are drawn with a childlike messiness, like the Sheriff in the Adult Swim cartoon Squidbillies. Plus, the game even conveys a deeply touching environmental message towards the end, as cheerful tones become somber, and the black and yellow beach balls, it's revealed, are radioactive warning signs turned slightly to the side.
All this, in a game ostensibly about a rolling shape with two facial expressions: joy and surprise. Having spent over seven hours beating the game's 40+ levels, joy and surprise are on our faces too. Even after completing this epic campaign, we're only 25% done with the game the rest requires us to revisit each level for dozens of unique achievements, including time limits, combo strings and high scores. Plus, Gomi contains eight unlockable minigames that would be separate paid downloads in any other game.
It's rare to find a game that successfully brings together multiple influences and creates an amazing new experience. Although the various, recognizable aspects of Gomi (like rolling and platforming) will appeal to those who love other games, Gomi could easily form its own dedicated fanbase as well. Our hats are off to Bovinedragon for combining stellar sound, gameplay and graphics into an engaging and entertaining adventure.
radiantdreamer said:Weird, I searched the app store and can't find any matches on MemoryInfo or FreeMemory. not available in my region?
Anyone got itunes links?
mrWalrus said:
Costanza said:Upcoming 3D Action RPG - Ravensword
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http://toucharcade.com/2009/08/11/f...rd-the-fallen-king-an-upcoming-3d-action-rpg/
Okay, phew! The game looks great btw.Khanage said::lol . I haven't spoilt anything... I haven't completed it yet, and I don't know why the Mansion is empty. It just brought back memories of that time in my life.
Costanza said:Upcoming 3D Action RPG - Ravensword
...
http://toucharcade.com/2009/08/11/f...rd-the-fallen-king-an-upcoming-3d-action-rpg/
Costanza said:damn, Wolfenstein RPG is awesome
Costanza said:Upcoming 3D Action RPG - Ravensword
http://toucharcade.com/2009/08/11/f...rd-the-fallen-king-an-upcoming-3d-action-rpg/
Stoney Mason said:Civilization Revolution up to #24 on the app game store listings. Pretty good debut for a strategy game on the platform
Stoney Mason said:Up to #8 now on the game chart.
Stoney Mason said:Now up to #3 on the game chart.
Graphically its allot more impressive, I just wished it had a sp mode.jonnybryce said:Newer footage for ngmoco's Live Fire/ Killtest/ "FPS"
Autojump to gameplay for your convenience
Looks nice.
Christopotamus said:I made my own game and it just got approved
It's not nearly polished as I wanted it to be, but it got to the point that I had to put it out or I'd never do it. It's my first game ever, but it won't be my last
I'd guess it's best seen in motion.
http://www.youtube.com/watch?v=HpSzVPzizTg (youtube killed the framerate a bit, but it runs 60fps on a 3g).
It's $0.99
Here's a link: itms://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=326114040&mt=8&s=143441
I'm excited to be getting into game development, and I can't wait to make more stuff.