Maybe we can come up with another "ghost" method, like a color indicator above Mikey's head or something.
In Trials Evo, there is a white dot that hovers slightly above the riders head. A colored line above the head may be helpful. I was thinking about drawing some levels for Mikey Shorts. Would you guys like to see what I come up with if I decide to? From the looks of the levels, it appears they were drawn on a graph, so I'll use graph paper for scaling.
The transparent controls issue doesn't seem to happen with new installs, if that helps ease the pain any. Looks and plays great on iPhone 5!
loving it even more on the 5! just to let the developers know the random button when picking an outfit isn't moved over for the 5! if you hit the right side of button it wont go and if you hit the left side the highlight of the old button placement pops up! hope that helps!
Yeah, I meant to add that to my post -- the invisible controls issue won't happen with new installs. Only for people upgrading specifically from version 1.1 to 1.2. And that will only happen once after the upgrade. Once you reset transparency, then those settings will remain. I'm really glad to hear that you're happy with how it looks and plays on the iPhone5! There is a LITE/free version of Mikey Shorts already. You can download that, and play the first four Story mode levels. Otherwise, we have NO plans to make Mikey Shorts free.
Thanks for reporting that! I've had one other report about the random button, so I've added that to my todo list. Glad to hear that you are also loving the game on the new iPhone!!
We'll look into it. I'm always open to new ways of helping out players that are trying to beat times. Sure. You can use graph paper. Mikey can jump a maximum of about 3.5 squares high. Interested in what you come up with, even if it's just a small segment of a level.
Still haven't gotten around to drawing a level yet, but I was contemplating having a level with a floating springboard. I think it would be an interesting element in any future levels depending on how you execute it.
Hey folks, I would love to compare scores with anybody on this splendiferous game. Why not add me on Gamecenter nick Deckard740 I have put so many hours into this game for the measly entrance fee of 69p and no IAP too! I confidently predict that the developers of this game shall become gods!
You guys finally have some platform competition in the new game Wimp, it's pretty good. Both Mikey Shorts and Wimp have changed my minds on platform games on ios. Before, I always thought that platform games wouldn't work on ios, but both of these games have changed my mind. I like Mikey Shorts for it's fast and furius play. And I like Wimp for it's puzzle elements. Both great platforming games. It's cool!
Thanks, again! I picked up Wimp earlier, and have only had a chance to play through the first few levels, but I'm liking it so far. Definitely a much different style than Mikey Shorts, but the controls seem to work really well so far, and you can move them around (not quite the freedom we allow, but not a big deal). I'm just glad our being "homeless" helped to change your mind about platform games on iOS!
New platformers are always welcome... as long as they're fun! There's all types of platformers coming out now: puzzle platformers, auto-run platformers, speedrun platformers, etc! It's a great time to be a mobile gamer!
Exactly. It would introduce a lot of new ideas to future levels. You have a springboard which has a universal bounce on every level to avoid confusion (say 5 blocks), and after the bounce, the player can control how fast mikey descends as if he were jumping (release to descend quicker). I could definitely see some unique obstacles that demand precision being made with it.
Yeah, I like how I can play Mikey Shorts in small bursts. But I still don't understand how people are so fast in the game. So far, I still haven't gotten three stars on a level, that's now much I suck. I always seem to get two stars... But it is a lot of fun. It was the first platform game on ios that had great controls. I hope developers all note how platform games have to have moveable controls, everyone plays differently and has different sized hands. Your game is great in that regard. And I'm glad that you took into consideration my request for more transparent controls, I sure hope other developers use your method in making the controls transparent. All platform games should have that feature too. Yeah, it was funny that my attempt to help the homeless ended me up here in this thread. But sure look forward to your next game, and if you are ever looking for a good beta tester, look me up! Cause I really look forward to your next game!
Well hopefully you 3 star a level soon! And I think moveable controls for an iOS platformer are mandatory at this point. We added the ability to move controller positions because of all the feedback I had been reading in TA threads. A lot of people frustrated with controls in general, and the fact that they couldn't move them -- especially on the iPad. I really liked the controller transparency suggestion. Wish we would have though of that from the start. Actually, qpawn probably did and I just ignored him. But I like playing with invisible controls. And I think that ability is necessary when supporting iCade and Joypad. What's the point of leaving the controls on screen. We'll let you know when we get to the point of having a second game. Guess we should actually think about starting that at some point. The updates have been keeping us busy.
We experimented with a bouncy spring early in the development of Mikey Shorts, but we never tweaked it to our liking. We'll definitely try to get something bouncy in a future game and possibly in some challenge levels in Mikey Shorts.