I'm having trouble getting past the first level Why couldn't you be stuck at an easy level pack instead?
and my 100 post is for Lab2 yup now i'm very curious to try this level pack..but if even Mr.Anders has trouble to finish the first level i see hard for me will try my best of course!
this was one of the harder packs I've played easier levels would have fewer problems, wouldn't they, it'd be the big complex ones where bugs may appear
I've encountered some exits-to-homescreens while downloading user-made packs yesterday. It happened while I was searching for packs by ID.
Had a little discussion about the iPad version today. One little detail we had forgot make things a lot more complicated. The 10 Mb limit. Yup, it's actually a deal breaker. Staying below 10 Mb is very important. It's a lot more important than you think. There is no way we will be able to make an iPod/iPhone/iPad version that's below 10 Mb. Right now it's 7.9 Mb. Two new startup sceens will make it 2 Mb bigger. Then we need higher res textures (1024x1024) for walls (x3), floor (x3) and also for the objects. That'll make it atleast twice as big. This will force us to make two different versions. I'm not happy at all about this, and we haven't decided what to do. I don't know if you have been reading in the dev forums (or here), but all devs are terribly disappointed in being forced to screw existing customers. If Apple would let us upload two binaries for one app, everything would be solved. Lets hope that is the case. What do you guys think? Any ideas we haven't thought of?
Well looking at the top paid games right now, I see that many of them are over 10 megs. And these are not by big-name devs either. A lot of them are though, which definitely helps. Labyrinth was one of the first games I ever downloaded and it is an awesome title. I'm surprised it isn't in the top 100. I don't think app size is as important as a lot of people think though. I'm designing 3D games and I'll never get under the 10 meg limit so it isn't an issue for me. Let's see how many of these iPads sell. I sure as heck don't want one, I don't see the appeal. I'm tired of Apples stranglehold on their devices and if I wasn't developing for the iPhone I wouldn't even own one.
It's important to remember that most of you guys here are hardcore gamers and also tech savvy. I'd say you represent less than 10% of the entire iPhone market. The same about the iPad -- it's not typically designed for you, but for everyone else that doesn't really need a real computer, who usually just browse the net, pay bills, book tickets, look up recipes for food, play casual games etc. At home, it could easily replace my laptop if I'm not coding or processing photos. I and most ordinary people download games and apps on the device itself, and not on my computer. I usually download games when I'm not at home using 3G, and I know that many times I haven't been able to download a game, and then thought to myself "hmm ok, I'll just download it when I get home" and then of course totally forgetting about it.
I never had this happen this often before the update. Before update, there was once or twice that this happened. Only "More by this Creator" has this problem. It's random. I could restart and then it would work, or it won't, or it would work for one and the next one it would crash. I did restart after installing the update. And also tried restarting after a crash but it doesn't seem to reduce the frequency. It would work sometimes or it wont or subsequently won't. (Device not jailbroken.)
Me and Andreas have looked at it now. At first we experienced the same problem as you. We loaded it up into the editor but didn't find anything unusual (we thought perhaps he placed something in the ball resizer, but he had not). We just gave it a good push (i.e. shake) and the ball went through the ball resizer just fine, so give it a push!
I have fixed it now. We optimized the preview generation thingamabob in the update and introduced the bug there. I have added some new awards as well. Right now I'm looking into the accelerometer lag on 3Gs, not been able to reproduce it yet :/
DLC? (Even free DLC?) Or even a "please wait, downloading textures" I've had a number of apps do that the first time I've loaded them. Should be OK if you're downloading graphics, not code.
Dunno if it's possible. For instance, the startup screens cannot be changed afterwards. I haven't looked into DLC that much. It would require a WIFI connection though. We'll discuss it tomorrow.
Can you have the functional bits of the title screen be iPhone sized, but with some sort of border around it (static pictures of levels, or one big one) on the iPad? (with the functional bits in the middle... The 'border' would be out of bounds and not show on the iPhone?) I can't think of any specific names, but I recall some PC games doing this (adding a border if your res was higher than what the game used.)
We have no control over the startup image, it's static and on the iPad it's scaled up if it's too small (and it looks like crap, it will not do). I started reading up in IAP and found: "In App Purchase only collects payment. You must provide any additional functionality, including unlocking built-in features or downloading content from your own servers." That last bit is a bit worrying. Counting low, 250000 people downloading 50 Mb is 12500000 Mb, i.e around 12200 Gb, and that's a lot. We will probably be doing a version for Touchgrind as well. We don't know how many iPads they will sell the first year, but I think Apple said they were hoping for about four million. Will need to give this some more thought.