Awesome! Thanks. Going to follow you guys. Becoming a fan too. Hopefully this game will be approved soon...then the halloween release will be sweet.
True Axis(trueaxis) on Twitter and True Axis on Facebook Awesome! I'm your first fan on Facebook. Sweet.
I ment to aswer this earlier so... If we where making Ground Effect, I'm not sure if I would have bothered creating a PC level editor that allowed for instant pause play, edit then continue play. It all depends if the extra effort is worth the pay off. But, for Jet Car Stunts, building fun levels was maybe the most critical aspect of the game. Any trick that could help us do that better was worth it. I've done similar things in the past for rapid prototyping, so I new exactly what I was doing. Looking at your development link, I'm 100% with you on the benifit of developing with visual studio, I even did a lot of testing using windows mobile because: A) thats my personal phone, and B) compile debug turnaround time is much faster then on iPhone. But the iPhone / iPod Touchs versions are by far the best to play on! Andy concentrated the iPhone side. He was really obsessive about getting the framerate smooth, and making the accelerometer as responsive as possible. I doubt many others have gone to the lengths he did.
I'm just slightly irritated because I thought Ground Effect had the turnaround between designing and testing a level down to a minimum and your post made me realise that not only had I missed a trick that would have made it even quicker. It would only take about ten minutes of programming! I've known Andy from the official dev forums for a while now and he seems to be more on the case with optimal graphic code than just about anyone else. Ground Effect's frame rate has benefited from his insights.
Cheers Glen, I'm flattered But then again you are no slouch in optimal graphics coding yourself I guess these days people forget how to do things for optimal performance - I guess it's a dying art now. When Space Tripper gets released, I would say it will be the most optimized iPhone game to date. I would say three quarters of it is converted to hand optimized ARM/VFP code - it's needed for the later mad levels where so much stuff is happening on the screen. The GPU side of things is the optimal it can ever be... It all comes down to how much effort you are willing to make things work well. It was good to take a break from that type of intense coding, and work on Jet Car Stunts. Jet Car Stunts certainly benefited from all the things I learnt from Space Tripper. Luke is also pretty good a this stuff as well and came up with some good design choices at the start.
I'm just starting to realise how strong the community is here at Touch Arcade. I wish I had of joined it earlier, but I was too focused on creating Jet Car Stunts. For the next project we start, or maybe if we do some level packs for Jet Car stunts, I think we should get some community involvement and feed back earlier, and hand out test builds. We had some beta testing ofers for Jet Car Stunts, but it was a little too late in the day for us. At least the people who have had a chance to sit down and play the game have enjoyed it. I hope everybody else enjoys playing the game as much as we do.
Just from watching your videos, I can already tell that I will play Jet Car Stunts with immense enjoyment
Hey Luke, if you need beta testers...you know who to call right? xD I think level packs would work really well. but it may take a while to make them....?
Making levels is a pretty quick process... The biggest problem is getting a good playability curve on the level structure - that's where play testers would come in handy.
Icon is really well done just like the rest of the game looks. Cant wait to play! And i would gladly be a beta tester if you need any help.
i would love beta test for you guys. I would help any chance i get. On updates, feedback, etc. You guys already have a great following, and some willing beta-testers! good job!