iPad Duke Nukem 3D for (Now FREE 10/1)

Discussion in 'iPhone and iPad Games' started by jawslover, Aug 10, 2009.

  1. gunslinger

    gunslinger Well-Known Member

    Dec 21, 2008
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    Actually digital controls are ok (but analog stick would be more precise). And the game is a lot of fun.
     
  2. Grigorovich Ourumov

    Grigorovich Ourumov Well-Known Member

    Aug 11, 2009
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    #302 Grigorovich Ourumov, Aug 11, 2009
    Last edited: Aug 11, 2009
    Since George Broussard is reading on these forums i thought this is the best place to report this.

    Just having nearly finished the Level 4 (Toxic Dump= of Episode 1 i entered the hidden room at the side of this slime river thing where the button to the secret level is. The voice even said secret level but after hitting it i was taken to the mission complete screen which stated The Abyss as the level name (!) and after that i was taken back to the menu screen.

    After experiencing this i searched the internet whether this was the end of episode 1 or not. On the 3dRealms page is the walkthrough for episode 4 aswell. Was this one left out from the iPhone version? Or is it unlocked after finishing the episode 1 to 3?
     
  3. MidianGTX

    MidianGTX Well-Known Member

    Jun 16, 2009
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    George, if you read this post I'd like to ask you if you've considered a possible control method.

    It's basically an adaptable d-pad, split the screen down the middle, then wherever you place your finger on the left side becomes the center of the pad, then you can slide your finger in any direction to move... once you let go of the screen, the d-pad is reset. Placing your finger down again creates a new center, regardless of which part of the screen you've touched (provided it's on the left of course) and then once again you can move your finger in whichever direction required. Then repeat on right side for the other d-pad.

    The main problem I have with virtual d-pads if you get no sense of touch feedback to tell you that your finger is placed correctly. With this method it wouldn't matter where you touch as it would always reset itself to the center of the pad. This would also mean you can concentrate on looking at the more important parts of the game, plus it would also mean you don't need a d-pad graphic at all, leaving the screen free for more important visuals.

    To everyone else: have any games used this method already? If so did it work? I have trouble with most virtual d-pads and this has always seemed like the best solution to me.
     
  4. Arock

    Arock Well-Known Member

    May 8, 2009
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    So like dropship or isotope basically. The dual sticks appear wherever you place your thumbs. It works great btw :)
     
  5. MidianGTX

    MidianGTX Well-Known Member

    Jun 16, 2009
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    Pretty much yeah. I haven't played those games... did it work well?
     
  6. Arock

    Arock Well-Known Member

    May 8, 2009
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    Works great imo
     
  7. George Broussard

    George Broussard Active Member

    Aug 10, 2009
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    #307 George Broussard, Aug 11, 2009
    Last edited: Aug 11, 2009
    Noted. Good catch. I wonder if all the secret levels are broken? It's either an honest bug, or the devs just didn't know the game or secret level transitions very well and missed it in testing.
     
  8. Frant

    Frant Well-Known Member

    #308 Frant, Aug 11, 2009
    Last edited: Aug 11, 2009
    Or they didn't know about secret levels at all :))

    joking :)

    btw, what's wrong with the music? the quality is so low, and there're not so many songs as in original (to tell the truth, I've heard only one - in menu).

    the ost rocks in PC version, I'd like to hear it in iPhone version too...
     
  9. MidianGTX

    MidianGTX Well-Known Member

    Jun 16, 2009
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    Good to see some people are more dedicated to helping the devs get the game working as well as possible rather than ranting non-stop.
     
  10. kmacleod

    kmacleod Well-Known Member
    Patreon Silver

    Jul 1, 2009
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    I've been playing this a bit more (though I don't think I'll be installing it again until it is fixed), and I have a few suggestions that might make it more playable.

    1. Remove extra buttons
    2. Enable Auto-fire mode
    3. Add Dropship-style controls
    4. Add tilt-to-aim function


    We don't need an "Activate" button. Just look at Wolfenstein for a great example of how to remove it and actually improve the game in the process.

    We also don't need a "Fire" button. Yes, I know it sounds like heresy for a PC gamer to hear that, but we're talking about a mobile device here. Ngmoco's new shooter won't even have a shoot button - the game will automatically shoot when the crosshairs are over an enemy.

    Since we don't have to keep moving our finger to shoot if autofire is included, a dual analog control scheme like Dropship would be a welcome addition.

    If you don't want to include autofire, add a tilt-to-aim function. That way, we can strafe, shoot, and turn at the same time.



    Anyways, those are my initial suggestions. I have a lot more, but this game needs these critical fixes before I'd even think of getting into some polish features.
     
  11. le'deuche123

    le'deuche123 Well-Known Member

    Feb 5, 2009
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    George said the original music will be included in an update.
     
  12. Frant

    Frant Well-Known Member

    We're talking about PC port and I'd like to feel the original game - so no auto-fire, but I like the idea of tilt-to-strafe :)
    sorry, haven't seen it, good news :)
     
  13. le'deuche123

    le'deuche123 Well-Known Member

    Feb 5, 2009
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    Tilt to stafe could work, but I hate tilt controls usually as they make games an utter pain in the ass to play laying down. Auto fire sounds lame as hell, and tap to shoot just takes so much from the experience. Really they should just optimize the analog sticks.
     
  14. Vinny554

    Vinny554 Well-Known Member

    Every FPS that involved tilting sucked. Except Hill Billy, which sucked because it was so incredibly short.
     
  15. kmacleod

    kmacleod Well-Known Member
    Patreon Silver

    Jul 1, 2009
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    I'm suggesting it as an option, not a requirement. The iPhone is a mobile device without buttons, and games need to be retooled to work with this fact. I would like an autofire option or a tilt to aim option. One or both of these two options is a necessary addition to the game, in order to move, look, and shoot at the same time.
     
  16. le'deuche123

    le'deuche123 Well-Known Member

    Feb 5, 2009
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    Just for further clarification here's the post by George-

    "Another communication snafu. Pretty sure it'll be addressed and you'll get all the original music. Still sorting some things out."
     
  17. Digbads

    Digbads New Member

    Aug 11, 2009
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    I sail the 7 seas
    No "action" button???

    How could you solve the button puzzles with no "activate" button, you need to turn some on, some off. As you pass over them would they randomly toggle on and off? Sometimes you want doors open, or closed, depending on how many baddies you are fighting.

    Wolfenstein iPhone is a very very good game, but it is like a little kiddie adventure. Duke is much more "puzzley" and more complex, thankfully!
     
  18. AT7Vette

    AT7Vette Member

    Jul 26, 2009
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    I agree with you, the activate button is not needed, and that will clear up some clutter on the screen. While auto-fire may seem lame to some, I don't think it's a bad idea. Make it an option to toggle in the menu, the more options for customization the better.
     
  19. Arock

    Arock Well-Known Member

    May 8, 2009
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    This is true. I feel the activate button is needed.

    Also, has anyone tried the "Tap center to shoot" option?
    It makes it so you can shoot by tapping the center of the right stick. It works well and doesn't hinder movement while shooting too much.
     
  20. le'deuche123

    le'deuche123 Well-Known Member

    Feb 5, 2009
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    Meh, I'm doing just fine with the broke ass controls. Just make sure to save before making any clever jumps over bottomless pits.

    Also the activate button is 100% necessary, as has been pointed out, the levels in Duke are very interactive.
     

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