The Level Editor
Its been a while, while I had the core gameplay down pretty early in the development, following by a little more time developing additional tile mechanics as well as coming up with several design directions, I have been spending the last month and a half designing levels.
Due to the unsophisticated level editor i built into the game itself, i was able to play test my designs pretty easily. Problem lies in data output. Right now after confirming a level, I have to write it down in my notebook.
Continue reading Update on Singularity
Well, the development for TRG has ceased, for a good reason. I had the opportunity to demostrate a 80% completed version of the game to the owners of a game development studio, for some odd reason they had taken a liking to it and decided to buy over the project from me. So now its in their hands, and whether the game will see light of day is not exactly up to me.
Continue reading A Little Update For the Winds….
So I was trying to create a web page based on responsive web design. It worked as expect3rd on most browsers, until I tested it on a nokia lumia 800 running WP7 with presumably IE9 mobile. It still looked like it was on a desktop. To fixed it, I added the following meta data to the page header.
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<meta name="HandheldFriendly" content="true">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black">
Yay, first website review and its a rather positive one. Helped bumped up download counts in the US quite a fair bit (compared to the first 3 days). Think of more ways to spread the love. Multiplayer mode is still being developed (more like… researched), but a update to RotaPix will be soon. Fixed support for older device and shopped a whole bunch of the current pictures to ensure no dead pieces (single colored pieces). Will tweak the timer countdown a little, and hopefully at least have a twitter/fb sharing function by this update.
Looking at the schedule, I guess multiplayer will not make it to the store until 2013 :O (itunes connect is not operating from 22nd to 29th Dec >_< ).
Will still have to carry on monitoring the markets acceptance of this game before I decide what direction to take next.
After almost 2 months since the idea hit me, the game is now finally submitted to Apple for review. DROP is now trailing behind, partly because I took a hit as another Singaporean Company had released a game of the very same game play as mine. I snoozed, i lose, will have to keep this in mind. I will carry on with DROP once ROTATE (RotaPix) gets its next update of achievements, IAP and multiplayer which I believe are important to make the game appeal better to the players.
and here’s a link to RotaPix page. Will later add link to App Store once it gets through Apple.
Due to various circumstances, the graphical design of my project, “Drop”, shall mainly lie in my hands. Yes, this programmer is going to do designing, but its for something that I wish to put out, so it has to be done. Armed with only my macbook, the internet, Pixelmator, a mouse and whatever placeholder art assets I had in place, THIS, is what i came up with for my game’s main gameplay scene’s background.
I am thinking of removing the “TOUCH HERE” text and had it coded in instead, as I am thinking of making the text scroll left, together with some other flavor texts, just to let this scene seem a little less static during gameplay.