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

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

  1. NomaD

    NomaD Well-Known Member

    Jun 29, 2009
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    ehhh... controls are still a bit akward. definitely better though
     
  2. Omnithrope

    Omnithrope Well-Known Member

    Dec 19, 2008
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    #722 Omnithrope, Sep 17, 2009
    Last edited: Sep 19, 2009
    The controls still seem off. Not as smooth as I'd hoped, but I can't quite put my finger on it.
     
  3. Phantomlord

    Phantomlord Well-Known Member

    Aug 19, 2009
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    How long now???!

    We've waited over a month for the update to support the G1 touch. I know George is investing a lot of time trying to help sort things out, however I would be happy to copy and past a line or two of text using a Pak editor to correct the problem & avoid having to wait another month for Apple to release another update. I'd do it my self but there are a lot of files in the .app file & I haven't had time to sift through them all.
     
  4. coffinfeeder

    coffinfeeder Active Member

    Sep 6, 2009
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    If you really think FPS can't be done on the idevices, you owe it to yourself to try MC: Sandstorm. It's really amazing how well the controls work.
     
  5. currymutton

    currymutton Well-Known Member

    Oct 16, 2008
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    The more you guys saying that , the more tempting for me to buy MC: Sandstorm, may be next month, skipping Monkey Island and Orion. Sorry, wrong thread.
     
  6. Thadew

    Thadew New Member

    Sep 17, 2009
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    @ George. Why is it using software renderer after the update? Things look very blocky now. Before the update I guess it was using hardware rendering and the graphichs was smooth (blending).
     
  7. I'm guessing authenticity -- but that was definitely a weird change. Not that I don't like authenticity in my ports, and the software renderer has (so far) not slowed things down any (though the better-but-still-dodgy controls makes me play slower anyway) but you'd sort of think they'd want to stick with GL rendering just for the sake of smoothness.

    Meh. Let's hope 1.1 fixes the controls properly (seriously, WTH is wrong with MachineWorks that they can't seem to understand proper controls even after loads of complaints and instruction from George and several examples of how it should be done right already?) and puts back the GL renderer.
     
  8. le'deuche123

    le'deuche123 Well-Known Member

    Feb 5, 2009
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    Well these are the same people who stand behind the "success" of the prey control scheme.
     
  9. I don't know how they measure success, but I strongly suspect some conversion errors when translating what they use to what the rest of the world understands. How many cubits to the hogshead again?
     
  10. jezzahardin

    jezzahardin Member

    May 11, 2009
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    I just get the impression that the devs never actually played the game with the dual analog method.

    I worked in the games industry for several years, and honestly, in 30 seconds of playing with that control method, you can see two simple issues that need addressing.

    1.) Auto-level-on-walk needs an option to be turned off. You look somewhere with the right hand control stick, and the moment you start walking it snaps back to the centre of the view, which, if you're going down or up stairs, for example, is hideous. Or trying to aim at an enemy that isn't at eye level. You can't walk and aim with this auto-level setup.

    2.) Sticky analog circles. Here's the programming logic. IF <I touch inside the circles> AND <I don't pick up my fingers>, THEN <consider all touch input to be analog control related>.

    I'll slide outside the circle and onto the duck button, or onto the fire hitbox (at which point I start spraying blank walls with bullets), or my finger will slide onto the gun hitbox, and the whole screen will go black and prompt me to choose a weapon.​

    Just 30 seconds playing, and two things that would make this game playable jump out at me.

    It isn't playable right now, not for me.

    (Modern Combat: Sandstorm is playable. So is Wolfenstein Classic.)
     
  11. Boardumb

    Boardumb Administrator
    Staff Member Patreon Silver Patreon Gold

    Apr 14, 2009
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    THE BOSS
    Sacramento, CA
    schplurg: This is totally true. I've "dealt" with how good the controls have been in previous FPS on the iPhone. Good enough and playable, but far from ideal. Wolf 3D was the best, basically cause it's super responsive and there's no need to look up or down. Prey I thought worked ok, but I still had many wonky moments during that game. When Doom Resurrection came out, it worked quite well, and I enjoyed it despite the fact that it was on rails. I figured that that would be the only way they could get FPS type games to work at all. Then I got MC:S, and now I see the light. FPS can totally work on this platform, and actually be just about as fun as playing on a console or PC. It gives me hope for future games, and MC:S is actually a stellar game in it's own right. I think you should pick it up, and if it's STILL not for you, then I think that you won't ever like any FPS on iPhone and can just call it a day.

    As for this sorry Duke update, well, it really is much more playable than it was. But still so very lacking. I "deal" with the controls in this game just because I love the game so much, but it sure would be sweet to have perfect controls because I now know it's possible. And George Broussard, I appreciate that you are coming on here and attempting to do everything you can to quell the many problems people are having. But I think you should direct the dev themselves to come on here and maybe interact with some of the people here who are having fantastic ideas. Or maybe even recruit some beta testers so that you can know your product is going to be quality because actual people have tried it. I hope everything gets sorted out with this release, I still to this day hold Duke very close to my heart and want to see him succeed, dammit!
     
  12. Azrael

    Azrael Well-Known Member

    Sep 11, 2009
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    Very well said @Boardumb. If not for Gameloft the standard FPS controls would've been 'Prey'. Too bad a lot of people here refuse to give credit where credit is due!
     
  13. Scott30

    Scott30 Well-Known Member

    Mar 19, 2009
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    Its a dollar for the weekend, think I'll prob pick it up, are the controls good after the update?
     
  14. ImNoSuperMan

    ImNoSuperMan Well-Known Member

    Jun 28, 2009
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    A dollar :eek:

    Damn. I`m collecting so many games at >1$, I think it`ll be atleast a couple of years before I`m able to beat all of them :eek:

    Sold anyways :D
     
  15. njedi

    njedi Well-Known Member

    Sep 17, 2009
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    A dollar is tempting, how bad are the controls next to Sandstorm?
     
  16. mrkgoo

    mrkgoo Well-Known Member

    Dec 16, 2008
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    Duke nukem wasn't really true 3D, though was it? I remember there being some weird trick to get a room under a room when making levels - like it teleported you to another area. Much like how Doom wasn't really '3D'.

    In that vein, I think you don't have to aim up at an enemy that is not your level - vertical aiming is automatic. I'll have to go back in and see, but the original Duke 3D had a snap back look as well.
     
  17. IKnowHow2Fly

    IKnowHow2Fly Well-Known Member

    Jul 31, 2009
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    Grrreat..it's a buck but not compatible with 1st gen...just awesome
     
  18. Emmafan87

    Emmafan87 Well-Known Member

    Aug 5, 2009
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    Says 99cents but when I click it it's still 2.99. 99 cents is tempting though.
     
  19. spiffyone

    spiffyone Well-Known Member

    Dec 7, 2008
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    They still haven't fixed that issue?

    Wow.

    They really must not like making money.

    Genius work on this one. :rolleyes:
     
  20. imadqamar

    imadqamar Well-Known Member

    May 15, 2009
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    Software Engineer
    Montreal, Canada
    Does anyone know why the promised 1st Gen support was not implemented in this update?

    George? Anyone?
     

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