I got that quest before I had reached depth 300 naturally. Once I figured out about boosts I went straight down and it unlocked within a minute.
I did the same thing. Took me forever to realize I could do that. Also, I just found Spoiler Optimus Prime , and it was awesome. One more thing. This may have been answered, but is there any significance to 1337 on the boost sub?
Looks like the splashed the cash achievement didn't sync right . I earned it in the game but Game Center didn't unlock. Boo.
A couple of things that I have noticed while playing: 1) At the very beginning of a dive, whether from the surface, super boost or turbo boost, you are unable to tap any treasure chests or clams on screen until you move at least once. 2) I have encountered enemy spawn locations that I could reset by scrolling the screen back and forth. I actually abused these for many of the defeat X amount of Y missions. In one particular instance I was force spawning a pufferfish over and over when after killing about 40 or so (I had the defeat 30 pufferfish mission replaced by the defeat 18 pufferfish in a single dive) I somehow triggered the rapid air depletion bug. 3) The angle of the attack seems really inconsistant, sometimes I can shoot 45 degrees diagonally over a tile, and sometimes I can't. In fact on more than one occasion I have actually shot between two tiles that were corner to corner. And there have even been a few instances where I was able to damage an enemy as it entered the screen even though I was completely behind a tile (in fact the laser animation didn't even play, the enemy just took damage.) 4) I had a similar upgrade bug, but mine occurred when I attempted to buy my first level 5 upgrade, not my last one. I purchased the level 5 air upgrade and immediately received the Technomaniac achievement before receiving the upgrade, but the shop still took my money. I force quit the game and when I restarted it I had my money back, I then when and purchased the upgrade again and had no issues. So I believe that the achievement might have caused the issue that I had. Other than those specific issues, I have had several game lock-ups to varying degrees. Sometimes the game would seem like it had frozen while entering a new area, but if I had tapped away from the area that I had tried to enter and waited, after 30 seconds to a minute it would run again unless I tried to re-enter the problem area. Other times the game would still keep moving and allow me to create paths by holding a point on the screen, but the diver was completely unresponsive. In those cases the pause menu could still be accessed and the dive ended. Although every once in a while the game would completely lock up and nothing could be done except for force quitting and restarting. I notice that the game seems to run better if I close most of my other running applications, so I assume that most of these issues are memory related. But what do you expect from a game that allows you to explore infinitely in any direction and never causes any loot to disappear (it is possible that enemies like wise remain in memory too, even when off screen) all of these things can be very taxing on the system memory especially if you have many other programs open in the background. Those are just some of my general observations from playing the game for the last several days. If you have any follow up questions about anything please feel free to contact me for more information.
It is just a reference to the internet slang for "elite", or "leet" as it is spelled in leet speak. 1 = L, 3 = E, and 7 = T. It is also sometimes written as 31337 or ELEET. Also in the context of the game it could be the 1,337th prototype of the Boost Bell Spoiler as you can find a crashed one in the ocean with a skeleton inside of it, to which you'll recieve a radio message informing you "Ahh, this? Just an old prototype... I assure you we've ironed out all the issues on the new model!"
Cheers chap, yeah we're aware of all of those issues and in an ideal world we would have spent another 3 months testing and ironing out issues but alas we just could't afford to hold off release any longer. This game has primarily been made with our own savings with some freelance work helping us get to release but hopefully we can now start to really refine stuff and sort things out. Part of the issue is we're using Flash / Air. Air is a bit of a black-box with some forms of memory usage and the version we have built with doesn't always play nicely with some specific versions of iOS. Hopefully the newer versions of Air will help with some memory issues but we've yet to get it runnning due to various issues, for now we're still using the version we know can build safely. As for the world generation, this side of things is actually really small. Dan wrote his own crazy systems to get load times down and storage small (you could explore for hours and should in theory still be nowhere near blowing memory in terms of world data). The biggest problem is the size of the bitmaps* that need to be loaded into memory. This includes spritesheets for creatures, so sharks especially are pretty memory intensive. We also have a system that should cull locations once off-screen whilst sleeping creatures and chests...essentially bake them into the world data and pull them out again when needed. However it seems a bug we thought we'd fixed with this has reared its head again...which is why you sometimes see creatures 'pop' on. Ugh. Very annoying. We'll have another look at that for a later update. So yeah. Lots of issues. Lots of headaches. Lots of trying to fix some incredibly difficult and complex stuff. Basically poor Dan has his work cut out for him over the next few weeks / months!? Still I'm kind of amazed we manage as much as we do between just two of us and it's been great to see so many people giving us a chance to fix stuff and not being toooooo hard on us. *Most assets are actually 1:1 so are teenee tiny, hence the game is around 50mb big but when the game runs it scales assets up when needed to deal with the appropriate screen size which is how we get away with running on really old devices as the game naturally uses less memory due to smaller resolution.
I know it's bad etiquette to link to a rival website (Please don't hate us TA! We Love yoouuuuuuu!) but seeming as we've been discussing some of the processes behind Deep Loot some of you might find this article interesting that went live a short while ago Underwater Love : The Making of Deep Loot
Yeah, that article was a great read. It was interesting reading some of the negatives about touch controls with action games. I disagree with the viewpoints, as I think there are plenty of devs that make games that have excellent virtual controls. Radiangames (a new favorite of mine) has made many games with just excellent controls. Even dual stick games that just work really well. Donut Games has their new epic metroidvania game Traps N' Gemstones and the controls on it were amazing. But, part of my interest in this game was that it was more turn based in a more rogue-lite tradition. I like that gameplay style too. But I don't know how many times I accidentally moved into the path of danger because a tap didn't register an attack. Maybe dozens of times? So tap to move/shoot isn't exactly flawless. I think it's just about the deeper the dev gets with coding that irons a lot of this stuff out. But for a couple person team you gotta cut corners where you can or it could take a lot longer to actually get an idea brought to life.
Tips for Finding 3 New Areas in One Dive I was able to do this, simply by purchasing a nine-pack of air and maxing my air tank. Give it a shot.
You know, buying the coin doubler essentially halves the cost of everything in the store. I know you would never do that, but just saying. Seems like you're enjoying the game enough that giving the devs some money for that would be a pretty cool thing to do.
Has there been a fix for the blue screen of death after dives? And I'm still getting the can't move thing. Latest iOS version, 5S.
A better suggestion that would make sense given my well stated view that I don't buy coins or doublers would be to consider buying the dev's other premium game "Zombies Hate Pumpkins DX". So I throw the dev a bone without compromising my principles. Now that would be a cool thing to do. I mean, I make it pretty clear that I personally never buy that stuff... it's not about being a jerk to devs. I happily support anyone that makes games that I really enjoy that will give a payment option I'm comfortable with. That's why I bought Super Heavy Sword at launch. Past game experiences to me can earn the occasional blind purchase and I never regret them. Heck I did that this weekend by buying Inferno+ after getting Super Crossfighter free. Heck I feel like I owe the dev another game purchase after that deal. Which reminds me of Star Traders. Trese Brothers released that as first a free game with an iap unlock. I (and I think someone else) suggested a full premium version without the IAP and they churned it out and I bought it the moment it showed up just to show the dev support. I don't know how much it helped the dev but they've continued that dual release tradition since then so they must have seen some positive results for what really is very little extra work (I'm talking changing a couple variables and a recompile) for a decent programmer. Still as good as Deep Loot is, it needs something more than just a re-balancing of the market to make it a full premium. I think boss battles and some kind of suit leveling would add a lot to giving the game more of a goal. As it is, I'm near the endgame point of having unlocked pretty much all I'm interested in. I've nearly maxed out all the collections. I don't care about collecting boats and suits I'll never use... so it is what it is.
Ahhh, I should probably clear this up a bit. Poor Dan had his quote cut short in the article. He actually followed up that line by saying there are of course some exceptions and listed a couple but that got cut. He's actually grabbed a few of those games upon your recommendations too although I told him to stop playing as there's still bugs to fix
So it doesn't get buried I have my achievement for splash for cash perpetually stuck at 86% in Game Center but the pop up for it showed in the game. Is that just a Game Center sync issue? Yes I realize it's dumb to care about achievements but I'm a bit of a completionist so it's gonna bug me lol. Still can't stop playing
Hola! It's OK, if you think a bug or something has slipped us by be sure to nudge us. There's been more stuff to note / reply to in the last week than in the last 5yrs of my life I reckon so I'm bound to miss a couple of things. Aaaaaaaanyway Dan's going to look into this. Not sure when, hopefully for next update but as we've had a bit of a nightmare day with source files and software playing up I can't guarantee it!?
@krautboy did you manage to get your upgrade to work by closing the app, clearing from multitask and running the game again? It's worked for the 3 of us who had the same issue. I think TRB4 might be right about the achievements interfering. ipod touch 5 with latest ios.
Bug Update : 2014/08/07 Ack. What a day. Bunch of new issues appeared, we had some source file corruption going on and had to roll back a couple of hours work and overall just haven't got as much done today as we'd like. However we have sorted some issues so I've updated our current task list for the bug fix update! Things we've sorted so far... Mute Bug - Issue with system mute being ignored has now been fixed Destroy X mines missions - Fixed bug that wasn't counting mines destroyed Business is Booming Achievement - Non-counting bug being squashed also fixes this Location Missions - Bug stopping rediscovered locations counting towards missions has been fixed Location Stat - Rediscovered locations now count toward location stat Invisible Egg glitch - Think we know why this is and shouldn't be too tricky to sort Copy correction - Some spelling, grammar and formatting has been sorted Not going to tell you what it is bonus thing - Done ;-D Oh and we found a bunch of null references whilst testing and sorted them out. Some of these could have been causing lock-ups so hopefully this will help the next build be a tiny bit more stable. Thursdays bug squashing plans... Air depletion bug - As stated we can replicate this now so hopefully can squash this issue tomorrow. Have a Blast Mission - Dan's looking at this at the moment and trying to work out how to get it to work properly. Mission Screens crash bug - New bug! We think there's a mission that can cause the missions screens / pause screen to crash so muggins here will be attempting to complete ALL missions tomorrow(!?) in the hopes of tracking this down. Drill Upgrade bug - We are still still trying to reproduce the upgrade bug. However we did fix something else to do with the purchase system today that may have inadvertently been causing the problem...could be why we can't reproduce the bug but want to be sure so will keep testing tomorrow and see if it crops up...