I love the feedback from you XD Looks like I'm not buying this game sense even the app store reviews are saying asphalt 6 is better.
I would say A7 is better, but it has a long ways to go in a few matters - mostly online multiplayer (LOTS of issues).
Better than A6: Now you can kaputt your own car in local multiplayer (maybe in online multiplayer as well). This was impossible in A6. Now it's more realistic. A crash will set you back about five seconds. Worse than A6: The display bar where you can see the amount of collected nitro. It got clearly and shiny purple (if full) in A6 so you recognized very well adrenaline-ready in A6. In A7 it just goes a little bit brighter so you'll have to watch the meter carefully what distracts a bit and may cost you a crash.
That was SADLY introduced in A6 in last multiplayer update if you don't know. It works online, of course... IMHO people that introduced this kind of shit in this company made it look like GAYloft and the title more like ASS-FAULT - and also people liking wrecks/crashes in multiplayer in ARCADES like this.. for me are TOTAL IDIOTS. Consider yourself counted in. Also, use english, "kaputt" is originally a german word. Not really a VERB in english (even if it's not my mother's language). REALISTIC? ARE YOU SERIOUSLY F*CKED IN THE BRAIN, n00b? This is (and supposed to be) an ARCADE game. AR-CADE. Shall I spell it to you? If you want realistic, go play Real Racing. Shoo! Go away! WOW, you must be blind. dear child Of course in A6 it was visible better, not to mention clear separate segments of nitro (even when not collected). In A7, whole nitro gauge, ie adrenaline (which is quite unchanged from A6) glows and pulses - of course it's less visible, but well, one can see that right from the very start., unless someone was driving blind Doh! Why complain now? Even so, I'm pretty sure you don't understand the mechanics of the nitro (even if it's pretty basic, cos A6 adrenaline was quite a useless gimmick, making the designers quite laughable at - so they corrected it in this part..) and explain yourself by finding replacement problems. Blame your own skill (or rather, lack of). Set up an online game and consider your ass beaten already. --- For everybody else: sorry to get carried away, but I tend to get aggressive in presence of ignorant, yet thinking they know oh-so-much n00bs.
I don't think TouchArcade got my confirmation when they wanted to turn the Asphalt 7 forum into a flame war thread.
You're ("Your"?.. ; ) very wrong on that first/last view. As for the middle part, I could try to contain my temper, you're right on that one. Still.. that kind of ignorance simply pisses me off too much to hold still. Even if I'm full of myself (won't deny that in the wholeness of it), the arguments provided are valid and most of them are objective. Can cut the post to refrain from passing some barriers, but that's mostly it...
Wow... I am speechless... Let's all be friends, after all we'll see the real fireworks come out in two days... Wow...
You just cant help yourself can you, im not here for a spelling lesson. What ignorance?? All i see is someone posting their opinions/experience with the game
Man, reading Planet's edited post totally cracked me up, it was so funny. Anyway, I think he's trying to make amends, in his own way. Ok, I got a question, I gotta lose disk space quick cause I just bought 5 games. Having both a6 and a7, I gotta delete one soon. My question is, how long does it take pretty much to finish all of a6 from start to finish? Man, wish a6 had the tracker where I could save my progress. But I would much rather keep a7 on my ipad than a6. If anyone could help me out, I would appreciate it.
You might be waiting a very long time on this one. It doesn't really play like a freemium game even though it does have inapps. But good luck!
Don't care about that poor guy and just put him/her into the ignore list. I did that quite a while back after his first posting here in this very thread. I played it through on several devices several times and I would say: 12 to 18 hours depending on your skillness. A7 is even longer (15 - 22 hours). Yes. The tracker is okay. I would do so too if I had to decide. But since it's my favorite game I still have A5 (and A6 of course) on all devices.
You're right.. About the ignorance - those questions asked directly, not answered. I suspected this, now got it confirmed. The reason (considering the first post on page 5, just contradicting a clear mistake of Sanuku (that stars are spent/deducted -> http://forums.toucharcade.com/showpost.php?p=2307657&postcount=48 ) is a very funny decision, but I guess he thinks I offended Sanuku or something... never mind, this kind of cause is lost ; ) Sorta.. Deleted A6 of mine, even if it wasn't planned. The reason was it kept on bumping reminders from time to time, even if I did turn it off globally for a while (and of course in settings I also turned its reminders/sounds/plaques off - no change). Longer. About 1,5x to 2x longer than A6. As for A6, you actually can try to backup the data through iTunes - at least it SHOULD work. GL with that... You can wait for about half a year for that or maybe even longer. Well, I know you won't read this (won't bother with PM), but still - you're just funny, in that wrong kind of way. Providing valid arguments in http://forums.toucharcade.com/showpost.php?p=2307657&postcount=48 for Sanuku, who was clearly mistaken, turned out a good reason to ignore me? Well, bless you, cos you can't stand not even surface criticism at all, not to you nor your friends. Poor baby. Yeah, I prolly "offended" your friend in your point of view - or something. If you call black white in real life and someone corrects you, you probably block your ears and whistle a happy tune ; ) But that doesn't mean I won't be correcting the mistakes you are making in your posts : > ----------------------------------------------------------------------------------------------------------------------- As for first testing of Asphalt 7: Heat version on Android (let's say it floats... somewhere... on the net - you can easily find it, tho) - all I can say that my opinions are mixed. It's a bit of a beta version ; ) Just note: DO NOT INSTALL IT WITH A SIM-CARD IN THE PHONE (!). It demands activities that would never be associated with game itself, so .apk seems to be modified. Read: "Services that cost you money" - send SMS messages "System tools" - automatically start at boot "Your messages" - receive SMS And to a lesser extent (at least explainable): "Network communication" - full Internet access (the word "full" does ring a funny bell, tho...) "Storage" - modify/delete USB storage contents "Phone calls" - read phone state and identity So before installing, I made a backup and tossed the SIM card outta the phone. Before using the SIM, the app will be out and cleared.. The testing was done on Samsung Galaxy S II. Allright, to the point(s): The Asphalt Tracker doesn't do anything - or imports the wrong data. Either it states there is no possibility to import, or does import - but the profile is the starting one. Let's see if that's a bug, a feature or a mistake... Or it's intentional and will stay that way. Let's hope NOT. The menu and graphics in menu (especially the garage) in general work better or much better (are more fluid) on Galaxy S2 than on iP4. The best menu example is gaining the goals - very fluid in comparison. Also more responsive, as it's a bigger screen it's also easier to do most things. A bit different light shaders seem to be used in garage itself... and that's the start of the problems with graphics. The race graphics seem to be OK... oh wait.. apart from the floor itself. It's rendered OK in the far/medium plan, but it's just white when it's closer. Apparently problem with lightning. That way one can more easily find the breakable things on the track, but apart from that, it's just strange. Like riding on a white piece of paper.. The shadows are present, tho The fluidity of graphics is, I say, a tad worse (or comparable at best) to the iP4 version. CLEARLY non-optimized. I remember the first versions of A6 on Android, tho... they were just as bad in the optimization store. That (and the problems with the floor : ) is a terribly good reason NOT to release the game at once - even if it was supposed to be released on 25th of June (just like Spider-Man had a green light on both platforms). Probably will, but on July ; ) The controls are, well, obviously a bit bigger (good) and the brakes seem to be a bit more bigger (considering the scale), too. Even if it is a small bit better (far from perfect though), still nowhere to be seen is the option to move the controls (present in A6 while in-race) OR to resize them (like in Infinity Blade, eg). BOTH would be GREATLY appreciated. Haven't really tested anything else, but on the ending note I can tell you that the files are oh-so-easily accesible. I mean, all music easily provided in .mpc format : ) Also, there's one track ("Garage") that seems not played in the game itself. All in all, twelve race music tracks, one loading track, one "garage" track, one title track and one "debriefing" track - played at the end of the race. More than 34 (about 34:16) minutes of music in total. The sound effects, on the other hand, have a total length of around 29:29. There are also a lot of different interesting other files around, but I'll leave it up to you to find out : ) Will test a bit longer, but not plan to really have it long on my S2, considering the aformentioned problems, it's quite obvious that this version could be/is dangerous. Will try on S3, too, and let know how it looks like.
Well, well, well... I've just found out a nice solution to almost all (the most important) of the Android version problems Well, how to put it... iShiPhone heavily sucks donkey balls in comparison now? Seriously - just replace .xml in /Android/data/com.gameloft.android.GAND.GloftA7HP/files/data/DeviceConfig with the provided (zipped) one and voila... From maybe 20+ (not much) fps to like stable 60 fps - console-like fluidity. Plus fixed roads mapping. Plus the steering... whole new level. The graphic is slightly degraded (on purpose), but I don't care, frankly And when I'm up to it, I can just compare the .xml with the original provided, check out the differences and after the analysis edit the file myself to fine-tune graphics, shadows, lights - and of course, the quality of steering and graphics directly affected by those settings Not to mention eg turn AA/AF on/off using Chainfire 3D The only thing missing is the importing of the old profile from GL Live (does imports, but it's just a starting profile), but I'm VERY GLAD to have the opportunity to start the career from the very start, as it's a whole new experience - even the basic (only starting) cars with the worst handling (below 1.2 G, so even 1.17 or 1.18 G) are just ABSOLUTELY driving like a DREAM. That is, I'm simply charmed. And when I finish career, when I buy the full version when it FINALLY will arrive (some sources claim that it will be the end of THIS month, so prolly the "25th of JULY" version is supposed to be correct) I can just copy all my profile files by a simple means of normal file browser. Gotta love Android :* Will stay careful though and won't use any SIM in S2 for the main release, probably. No immediate need for S3 now, tho ; ) I'll also link to the "Garage" .mpc music file that is not used (haven't met it at least) in the game: http://planet.net.pl/m_garage.mpc This thread is slowly dying (well, don't know what will happen after the official Android release, but I don't have high hopes), so anyway it's been nice talking to you guys (even if I heavily disagree with just a few of you). Of course I'll be posting, people who will decide to ignore me are just losing a few helpful pointers, their choice ,) See ya!
Toucharcade, keeping you in touch with the latest in IOS gaming.... Bashing iphone on this site isnt goint to make you any friends.
Well... I could lie, but then again... A lil' offtopic, then: I've went through iOS a long time on 3GS and 4, had a nice positive contact with 4S (didn't buy like the predecessors, tho), but iOS simply has its limits, after some time one can easily see its limitations, restrictions, problems... And also, get bored with it. That's what happened to me. Didn't leave iOS as it's still a good system, it has its positive sides - but can't really treat it like a primary OS. Android well.. beats the hell of it in quite a few cases too more to not take it seriously. Even in the matter of calling or writing messages it's worse, or way worse (think: Swype). So as I was greatly, positively surprised, even astounded sometimes with 3GS (the 3G was a piece of crap, if you ask me) and would choose it over SGS1, the choice was not so obvious in the case of 4 and SGS2. Still, I've chosen iP4 without thinking much first, and THEN slowly learned the benefits (and little disadvantages that couldn't be jumped over) of Android on S2. As of now I use both phones quite evenly (even if treating Android as a primary base), and will probably continue to do so in such a manner, but the next phone will SURELY be S3. Would heavily consider iP (5th version) if Apple did ever decide to leave their closed ecosystem and open more than just a lil' bit they already did to the users - but that's never going to happen, right? So that's my story and I'm sticking with it. E of OT.. I'm not bashing iP or iOS or anything without a GOOD reason In other words: People always have the option to open themselves and try something other. I just hope I'm not talking with any Apple fanatics, cos in this case...
Oh, and browsing through DeviceConfig.xml I found a lot of interesting things, but some of you may be interesting in this: <device name="ipad_3" parent="high"> <attributes> <float name="render_target_screen_ratio" value="0.707106781" /> <!-- 0.707106781 ratio of half the screen pixels (sqrt(y*y/2)) --> In other words, that's the reason behind the bad graphics on iPad3. Not only it's not native "The new iPad Retina mode" how some would put it (BTW, hate that marketing blurb... it just means this game didn't adjust to iPad3's 3M), it's basically re-scaled. Although "ultra" res textures are used for the menu <bool name="use_menu_ultra_res_texture" value="true" /> AND there is a cap fps limit of 30. <int name="use_fps_limit" value="30" />