Thanks, and me too Someone wrote there were playing it on an iPhone 6S+ at ultra and it got warm but ran fine, which means all those overclocking options i put in the game are now being able to be used with the newere devices. I think the iPhone 7 will be able to run it at full or almost full everything. You know, i think in a way the new splash screen is my favorite thing ive done in a long time - i had already created a new one with a dungeon, but this more closely encapsulates sp much of what BrightRidge is to me - nature, light and shadow, loneliness and longing, sadness, a wild wild world
I wholeheartedly agree. That splash screen is gorgeous! I've played it a little more, and will send notes later. Nothing game breaking for me so far. So, nothing really of importance. But just want to help if I can. And, you know, relax a little hanging out in BR.
Thanks Curtis I just submitted it to the app store after fixing the last gamebreaking bug, so anytime you have any feedback please let me know, and thank you for all your encouragement. What i like about BrightRidge is it's a place of no pressure - pop in and walk around, or do the adventure, or both. My goal is to deliver world where you can just kind of do what you want and relax
I just submitted version 3 to the app store - hopefully Apple will approve it. I wonder how it will look on an iPhone 7 Ive worked more than 5 years on this game and although i am planning one last update for polish and little extras, im really glad it is basically what i set out to create now that it has story mode.
a HUGE THANK YOU to Nullzone. He's been beta testing and he caught a big game breaking bug, when you skipped directly to a specific chapter the game would crash out. Its fixed, uploaded and is processing. As soon as its ready i will resubmit it to the App store. EDIT: i had to pull the update, the bug is still there! better to fix it than to rush it out, but it will be at least a few days
You bet I will And while I large company might pay me for feedback (not that I think they would) , it's much more fun, pleasant and rewarding to do this for small developers like you, because you actually listen. Fun fact: Even my mom, who thinks all video/computer games are a stupid waste of time, was really impressed by NL. I used it to show her that not all games are violent shooters My pleasure, even if it means bad news and having to wait a bit longer for everyone. Fingers crossed you get it sorted out. You wrote in your email that removing this chapter from the selection messed up the character selection. I don't know how you implemented it, but would be surprised if char selection cannot be decoupled from the chapters completely.
Here's a few screenshots from yours truly, enjoy the view. @Robert: I took those with the ingame Photo function. Just a small nitpick, but is it possible to hide the quest pointer as well in those photos?
A bit hard to see because I had to be really fast with taking that screenshot. Note that the bug pulling the cart seems to be flying. As it dropped down to normal height above the road when the road elevation changed, I guess that the height calculation was a bit off. Unfortunately I couldn't reproduce it. And it gives me a nice new idea: Build a hot-air balloon if I remember right, the puffids can float, right? Could we use the shell of a - preferably large - dead bug, and fill it with it puffid gas? Or, even simpler, with steam? But that would be rather mundane and boring, so let's go with the puffids, ja? By the way, the guitar music reminds me a lot of the original Diablo (https://www.youtube.com/watch?v=AnMR6SOBa9k). Coincidence?
You should take a look at this one : http://forums.toucharcade.com/showthread.php?t=293183 Gemini - a Journey of two Stars. It's strange, and I have no idea what I'm supposed to do, but it does look great Reminded me a bit of Devouring Stars (http://forums.toucharcade.com/showthread.php?t=277265) . I definitely recommend both as possible source of inspiration.
Its funny because the other day i was thinking of some of the underlying code i need to change in order to use BrightRidge engine for the other sequels, and one of them was my quest nuymbering. Right now the game searches for all the quests and then builds a database of them for playing. But i also hide and show specific story items broadly based on which quest number youre on. So for example if i just untgged that quest it would not show up in the menu which is good, but then the deer power would appear one quest too early. So i was thinking exactly that i need to attached those things to quest objects themselves, and decuple it from being the hrd list. So this is the first example of how fixing that other ssystem would have helped me here. So thats another ting on my priority v4 I just uploaded a new build - it was such a nightmare last night because i am away without wifi for 3 days and i am under so much pressure - but i am leaving in about an hour and i have decided to leave my laptop behind so that i can really enjoy the 3 days, but i am uploading the build and will test it while im away, and if its all good i will resubmit it remotely to apple. For the fix it was this deep error that might have been linked with a bug in Unity, so i ended up just delying the start of that oarticular troublesome quest load to wat .1 seconds, so that the computer has the tie it needs to fix what was busted. Funny how .1 seconds for a computer is like an eternity for them. Anyways i think it worked and i will keep you posted
Cool I love seeing photos that people take. Its like i look at BrightRidge through my own eyes for so long that seeing it from another view really pens my eyes. You have a kind of pastoral approach, it all looks so peaceful. Thanks for sharing these! And great idea about the marker - noted
Yeah, ill tell you a secret, that wagon is probably the shakiest bit of code in the whole game. I cant tell you the magic i had to pull off to make it work, and it still acts up on rare occasions - its like it has a mind of its own. For some reason i coudlnt hide the wagon and then show it without breaking the collider code, so it is actually there most of teh game, just with its main parts invisible, and when it starts up its sometimes funky. Thats something, along with the decoupling of teh quest numbering that i want to tackle in v4. But it leads to a great idea - air balloons - i absolutely love that sooooo much. Look out for them ina future update or sequel
This looks gorgeous - im going to pick it up, id seen a screenshot somewhere but i hadnt really checked it out. I love their solar system too - its so beautiful Thanks for the inspiration.
I just want to thank everyone again for the Beta testing - it really helped me through this process,and now that i know how it works, ill be sure to keep betas going for the next update as well. Its just so helpful and especially that scary bug Nullzone found, i dont think i would have caught that because its so specific. I know i only know all of you from Touch Arcade but you are making a difference in the life of this Canadian
Whoa, hold it right there. *dingding* It's 7:30, time for the daily reality check, I'll be your host tonight. You ARE not under pressure, you MAKE yourself so. What I'm trying to say is: relax, enjoy your days off, both we and the bugs aren't going anywhere. We'll just wait for you to come back Other than that: yes, decoupling stuff like available abilities from quest numbers (bad bad system, no sweets tonight for you ) and control them via quest objects is an excellent idea. Those can - and should - be real objects in the programming sense, invisible to the player. And Testflight had a hiccup earlier, it seems; it went back and forth 5-6 times between version 3.5 and 3.6. Currently I'm back to version 3.5. But nothing to see here, please move on.
Protopop, even if you halved the time spent engaging the community and updating the game you would still be one of the best communicating developers and we would still be supportive of your efforts. Don't take our excitement for your projects as pressure
I tried emailing my last notes, but it keeps being sent back to me. Maybe the photo is too big? Anyway, I'll just post my email to you here: Ok, so I've been playing around with the camera on this playthrough. I've noticed that when you enter the photo mode, your character disappears. But if you're near another character, they'll stay in the shot. It would be neat to be able to toggle all characters on and off. Sometimes I'd like to see my character but also have the BrightRidge logo. But if it's not feasible, no big deal. I did notice, however, there is an arrow in the top middle that stays put, at least during story mode. And in one shot I have a weird yellow character in the bottom right. Nothing huge, game breaking. But little cosmetic things. I'll keep at it when I can though! Thanks for letting us continue to be part of the process,
@Curtis: if you mean the little yellow arrow in the bottom left corner on your screenshot: that's the quest marker, telling you where to go next. The grayish-transparent arrow serves the same purpose, I think. And seconding the "toggle chars on/off" option for taking photos. But no pressure, Robert, no pressure
That's what I thought the yellow marker could be, but wasn't sure because I wouldn't think that would be on the camera mode. And I wasn't sure what the top arrow was doing if there was a quest marker in yellow. But I'd imagine you'd want both to be out of the camera mode.
It's already on Robert's todo list see a few posts back. Storyline so far: it's getting really trippy. Robert, you have some seriously weird - and more than a little disturbing - stuff going on there. Excellent job, color me very impressed