That sounds amazing. Can't wait to try it out. I still want more short-ranged offensive turrets though, to combine with longer-ranged ones. Now that sounds cool. I always thought there was something wrong with their damage, even after the buff. I hope they're powerful enough to justify risking scattering the enemies which makes it much more to fight them. Like when the explosion makes grubs fly in every direction, your base is in trouble. Did you take that into account? By the way, has anyone beaten any of my Adventure scores? It takes me about 5 minutes of retries just to check one map's board since the Game Center update, which is too much of a hassle.
You are: Second on Kitchen by <4000 points Second on Office by ~250,000 points First on Playroom First on Yard First on Pond Edit: Do I spy a new game?
Yeah, they will be removed, don't worry. We've added a few more safeguards and tightened the encryption to make sure it doesn't happen again. And in case anyone was wondering, yes, we can have Apple remove scores from Game Center as well
Nice to know. Any chance at local saving through GC in a later update for when/if we're are playing offline?
THAT / add openfeint! also, iBumpd into a bug (ikno, the game is about bugs! should I call it an issue?) the entrench & auto-aim for ant won't work most of the times when it comes to aiming... I wanted to show it, so I managed to snag a screenie! adding in moments EDIT : added pic
hmmn, auto-aim always attacks the bug closest to you, And there is a flea to your right... Could that have been it? And for the love of god, don't add Openfeint. It's the most bloated, laggy POS ever designed. It borders on spyware (did you know that early versions of Aurora Feint would upload your entire contact book to their servers without asking you?) And I'd hate to know what other info they're stealing as well.
Its not shooting @ the flea either! It was just continuously shooting in the same direction, while the shoulder turret was trying to take down the gaint spider Do note : Shoulder turret has a longer range & auto-fires the closes enemy, its like an oxymoron here! posting a few more issue... the following screenshot states that there is no space in the stash, however there is! Also the direction pad / the left dual stick gets sticky at times; if you lift the left thumb up, it'd still keep moving the hero in the direction you were moving him
I do know that the issue with sticky controls has been 'fixed - this time for real!' in the last five builds or so. But it can generally be fixed manually by just exiting the game and opening it again (from the pause menu, not the home screen).
The only time the controls stick for me is after I get the prompt that the game couldn't connect to Game Center. Thats exactly how I am able to fix it when it does happen, but from exiting the game completely and letting GC connect 1st.
Question about dual-stick shooters in general: Why is it that in most games (including Bug Heroes) you can't control how fast the character moves? You either stand still or move at max speed, instead of being able to control how fast the character moves. Maybe that's why someone said the controls are clunky (though I don't agree).
Can someone help me out. I bought a iPad and when playing it the screen is cut off on the top and bottom by half inch or so. Is this normal????
Generally, universal games sacrifice a tiny bit of screen space on the top and the bottom, due to the difference in screen aspect ratio between the iPad and iPhone, so this is probably normal, but if you're concerned, take a screenshot.
The only thing I could think of is they aren't implemented to be pressure sensitive. I do know it's possible to do(i.e. all Gameloft FPS/TPS games where you can walk/creep by slightly moving stick and gradually run to full speed when pushed to max) but is it necessary for a game like Bug Heroes? I agree with you that the controls aren't clunky in the least bit. If anything the melee characters take sometime(like anything) to get comfortable with but when you got it...you got it.
In regards to sensitive analog controls, we did have it variable at first depending on how far you pushed the stick, but it actually made things a bit clunky not to go full speed all the time. We found there wasn't any reason to NOT go full speed, and would often be a detriment to accidentally be going slower then you could. Correct, this is usually what you get with a Universal game for a number of reasons: a) time... if we went for the entire aspect of the ipad, it would take an extra month or so and a ton of work, which would lead to a separate, more expensive HD version, b) size... it would increase the app size greatly, punishing non ipad devices with quite a few more megabytes
It makes sense. I was just curious. I guess developers that do HD versions instead of making them Universal are not necessarily being too greedy. It's more than satisfying the way it currently is now though. Hey. I never played NY Zombies, but I'm reluctant to purchase it due to the lack of iPad native support, so I'm wondering if there are plans to make it universal or something.