With a fair bit of tweaking in the settings I can get a constant 30fps (the minimum I find acceptable) and it looks beautiful, though I am running an iPad Pro 12.9". The minimum iPad in the system requirements is an iPad Air and I bet those reviews come from people with a lesser iPad.
Forget about those losers. They clearly don't understand what an undertaking this is. When I bought this it was to my understanding the game was ready and done. Only to be blown away about the recent updates and now reading what is more in store for us. Going to check if I left a review and if not, then I will make sure mine will be quite a few stars more.
Thanks Nullzone I feel a bit better now, but i admit when i read that stuff... its like one day im gonna die of a heart attack and it will be something like this that triggers it That said, even though it hurts when framed this way (its so aggressive) i still gather good intelligence for their feedback crappy animations: encoraged me to remove the janky backflip animation in v5 30 fps cap: in v5 you can 'unlimit' the frame rate in the options 720p : you can change this in resoulution settings has little to none of the options listed in the screenshots: this one has me thinking that some people are playing brightridge free but leaving the review o brightridge hd, i know of at least two cases where reviews were left on the wrong game and vice versa (even yours truly) - its like the free version is great because i think it helps spread the word, but its definitely causing some amount of market confusion - a term i never would have used a month ago but am learning a bit more because of all this. Anyways i promise every feedback send me rushing for better or for worse to try and solve the problems, because im pretty transparent in my goal here: not to cheat anyone and just make and share games, you know? I wouldnt even charge if i dint have too, but i got to the point where i have to charge if i want to fund these games. Thanks for listening and thanks for testing the game. v5 has even more optimizations so its just kind of an ongoing thing i do.
Actually thats a huge source of contention for many developers - you're right, there's no way to leave an answer. One girl gave me one star and wrote me a nasty email because of that whole HD thing, and i explained to her calmly and politely why i went that way, and she said that i should put a note on the game page and she was now happy so definitely if you can reach your customers you can engage ina discussion and learn new things and most of the times come up with a better product that makes everyone happy. i mean, its not like most devs want to make a crappy product or just make a fast buck, we want to share and many of us are driven by an artistic inspiration or a desire to turn code into life, o i just wish the dialogue and anger surrounding all of this would be taken down a notch. As for the 20fps, yeah i mean, thats something i have learned over the last decade that is a polarizing issue. I love shadow of the colossus - artistic triumph, right? but so many people said it looked like crap and had such a bad framerate and i was like "what?" and eventually i realized different people want different things from games. Sure we are more alike than not, but there are definite differences. My best friends dad once said, back in the day of cassette tapes and dolby noise reduction, is that if you spend all your time listening to how effective the noise reduction is, youll miss the music. Now, i think noise reduction is a great technical achievements nd it is important, but they are both important. Brightridge is definitely a game that is messy, and rough and dusty and filled with light and THATs what I like about it. but i understand some people want fast framerate and trillinear filtering (tried to add it but it didnt work out on mobile) and thats also cool and sometimes they get it - there have been several reviews from Japan and the main thrust has been how beautiful you can get it on new devices -ive tried it on 6s plus and you can do almost full everything - so both parts are important. So when the game crashes (and it never does on my Air 2 so i kind of see 2gb devices as the magic threshold for a crash free experience - i hope people can see past that and some people do because they;re looking at the light, and some people dont because theyre looking at the lighting - and both are ok, and im ok, and im just amking a game and no one said i had to be the Shakespeare of games and ill keep doing my best to optimize this and thats what is so not to stress
Thanks for the feedback stubbieoz i think you;re right, and im optimizing the scripts to continue and try to provide a better experience, and i try to be zen about crashes - see my post before - but i think BrightRidge will only get constant 30fps on a9 and up devices, and needs a 2gb to be crash proof. It would also help if i had the newere devices to test, then i could also tailor the experiences to each device, something i can do for anything up to an ipad air /mini 3/ phone 6 but because of teh version of software im developing in havent been able to do it for newer devices like your iPad, which just get a blanket low-ish quality setting. But ive just figured out today how to read hardware strings which are not version dependent so im going to be trying to give people like you best settings for your device in one of the updates It's funny because i didnt realize game design is like 30% design, the other two thirds are administration/uploading/store management etc and technology -the technical achievements it takes to make a game. It really is teh intersection of art and technology and depending on what you are coming to the game for will color your impression of the game i think (royal YOUR not neccessarily you in particular) Anyways thanks again for the tech scoop.
Thank you pony- that's really nice. im uploading a new version today version 5, so if you havent left a review, if you could leave one when version five would come out that would be great. whenever we upload anew version we basically lose our reviews - i mean theyre still there but theyre archived. so v3 had like a 4.7 average and ill be honest, it discouraged me from making an update because i dint want to lose those reviews. anyways i learned to just update it and keep moving forward and take what comes and thats what im doing. Actually i realized even with me scaling back, with v5 im releasing basically an update a month so thats cool. You know, i understand why people leave angry reviews, and i know its a mixture of my game and life so thats just the way it is and i respect their reviews, but even though i respect them, the fact is they are draining on a kind of mental spiritual level. its not just the knowledge that my game has failed for someone in particular, but also the knowledge that even outside my game this person is upset in general and it comes out in the review. Not that my game is perfect and not that bad reviews are all because of someones bad mood - im not trying to say that - but that negativity is a part of life for a lot of valid reasons and whenever any of us dish it out (ive done that for sure) or take it, it just doesnt feel good for anyone. I really love the next update because it adds in size changing and it think ist a fun playground kind of thing - you can turn into a gnome and run though the tree like grass or become a giant and literally leap mountains. its the game mechanics preparation for v6 which will have a new mini questline with a local friendly gnome named Grimlim. v5 has a ton of other updates and polish too.
And for something completely different again Take a look, folks: http://forums.toucharcade.com/showthread.php?p=3934194 . Really interesting artstyle, stained glass windows.
It sounds as if your knowledge of them comes from other people, having never had any first hand experience of them. If this is the case, I'm feeling really old right now.
hehe - i meant back in the cassette days my friends dad told me this - i worded it poorly. im 44 and a child of the 80s, and cassettes were my life Dont waste time feeling old - people feel old at 21 nowadays, an with age comes valuable experience and the ability to deal with life.
I just got a good laugh out of that one I grew up with tapes too, and now my kid listens to my old kiddie story tapes (surprised that those still work, they are ~35 years old by now). I'm 42, growing up in the 80s was fun times
thanks for sharing - its beautiful Looks like some solid storytelling. It kind of reminds me of Odin's Sphere in that its an artistic side scroller adventure with a unique art style. Its great to see so much variety in presentation - there's so many places games can go visually. - my grandfather made stained glass and its a real art. The puzzles look interesting and the interface seems intuitive. I also love the idea of stories based on fairy tales - its a great resource. ive subscribed and commented and will keep an eye on this
That's great those kiddie tapes still work. Kind of like passing on the experience of a parent to a child and sharing it. It must be hard but rewarding to be a dad If you want a great dose of 80s nostalgia watch Stranger Things on Netflix. Its kind of like watching the goonies + ET + every 80s kids movie rolled into one I hear cassettes are making a comeback but no one has the players to play them. i used to make mix tapes and cut the tape with scissors and splice it with tape. nowadays we can just copy/paste a section of a song on our computers.
BrightRidge version 5 is available https://itunes.apple.com/us/app/nimian-legends-brightridge/id1021026309?ls=1&mt=8 It may take some time before it shows in each particular store. Here's what's new! + NEW: Grimlin Shapechange character + NEW: Size Change presets from Gnome sized to Giant and larger (explore mode or cheats only) Options > Actions + NEW: Size change in increments up and down in options > actions (explore mode or cheats only) Options > Actions + NEW: Algorithmic camera control auto zooms depending on character size + NEW: Option to switch sides left/right Look and Move joysticks (thanks Joseph Orsak from YouTube) + NEW: Loading screen shows BrightRidge propaganda posters + NEW: Customize - Action, Jump, Firebreath and Options buttons can be dragged anywhere on screen + NEW: Invert Look joystick - left/right and Up/down independently (thanks Joseph Orsak from YouTube) + NEW: Detail Manager - adds extra vegetation to landscape. Off by default. In Options > playground > effects + NEW: Custom button positions saved automatically + NEW: Algorithmic Jumping adjusts jump height depending on size of character + NEW: Algorithmic animation speed scaled with character size + NEW: Algorithmic step offset scaled with character size + NEW: Dedicated Joysticks options Options > Settings > Joysticks + NEW: Reset User Interface buttons to default posotions + NEW: Growth Power tower added to Explore mode + NEW: Resize able buttons (thanks Jack Hay) options > settings > controls > buttonsize + NEW: Saves button size between sessions + NEW: Alorithmic camera height set according to player size + NEW: Detail Triggers - add custom plant types to environment based on location + NEW: Terraced boulders on Fairy Circle hill + NEW: Animation speed self adjusts based on player size + NEW: Adjust camera height - you can now make diablo style camera options > camera > camera up/down + NEW: New App Icon + IMPROVED: Narrative tweaks + IMPROVED: Action, Options and Jump buttons are now resolution independent (same as all other buttons) + IMPROVED: Removed legacy User Interface code + IMPROVED: Longer wrench and Hammer reach + IMPROVED: Deleted unused legacy textures + IMPROVED: Crisper, more colorful grass texture + IMPROVED: Spiritview can now switch between animals easier + IMPROVED: Spiritview HUD allows you to exit direct to Spiritview scene + IMPROVED: Exiting Spirit view automatically shape changes back to hero + IMPROVED: Wolf howl now distance based + IMPROVED: Removed occlusion from wood beams to improve performance + IMPROVED: Better performance for map and fast travel + FIXED : Splash screen fade out before Story/Explore select + FIXED : Tower climbing Float Pad available in Explore mode + FIXED : Flame Sentinel missing lasers and flame column when loading chapter directly + FIXED : Spelling fixes in dialogue + FIXED : Mismatched object colliders + FIXED : Holes in Ruins meshes (thanks Liam Laville) + FIXED : Puddles stretching to sky in certain locations + FIXED : Black screen when watercolour is on and bloom is off + CHANGED: Removed flip jump - too shaky + CHANGED: Removed iPad button alternate layout - redundant now that you can drag buttons anywhere + CHANGED: Removed Adjust Buttons screen - unintuitive and redundant now that you can drag buttons anywhere + CHANGED: Renamed Items to Actions to reflect expanded options + CHANGED: Removed invisible barriers from First bridge - inconsistent with open world experience
Thanks currymutton Yeah, sales aren't exactly lighting the world on fire, but i do sell about 10 a day and thats a lot better than before. Sometimes i even sell 30 or more and thats a real treat. Anyways I am just going to continue focusing on making this the best game possible - i have a few more updates and then if i have the resources I'll release The Bone Sea - a brand new environments located 600 miles west of BrightRidge.
Here is some more positive feedback in this case: the reviews from past versions aren't gone! There is a button that lets the user switch from "current version" to "all versions". Right now I see two reviews in the Dutch AppStore. One from June with 3 stars and one from October with 1 star. So far I haven't spent enough time with the game and I'll put in some more this weekend with the all new version 5.0 and leave a review. The 1 star review in the Dutch AppStore from October reports the user being upset about having it crashing on the ipad Air 1 from the get go. The 3 star review has a more details but alas also recommends to stick with the free version. A lot has changed since June, so I am not sure if that review is still useful to you. If you wish, I can type it out for you in a private message regardless. Personally, I always check out reviews and gameplay before making a purchase. Did the same with your game so I knew what to expect. Sometimes people buy things on impulse and then they get upset when it's not what they thought it would be. The blame then hardly ever gets reflected back upon themselves unfortunately. No matter what you do... there will always be people being negative or upset with your creation one way or another. Woah! You are on fire. And what I read about a totally new environment made me smile even more. No matter what people expect... this is free service not many other games can compete with, so keep that fire burning! Fun fact which just came to mind: I stumbled upon your game because someone else (don't remember who) mentioned it in a totally different game thread here on TA. There are definitely people out there who recommend your game here and there! And closing this post on the topic of appreciation and motivation: I've been following the demoscene for over 20 years. In 2012 a documentary was made about it. It inspired me greatly even though I am not a developer and perhaps it will inspire you (further) too. Because in the end I believe you don't just create this for others, but also for yourself. As a personal journey and accomplishment. Enjoy!
wow - thanks Pony. You're very insightful - there's a lot of great advice here to unpack. Thanks for the film link - ive never heard of itand it looks interesting. I had an Amiga when i was a kid and those graphic really bring me back You're right i do make this for myself as well as for others. I like the way you put it as a personal journey. I might never know why i love to do this but i do, so i might as well keep doing it. yeah im very excited to finalize brightridge because i want to use the engine for 4 other environments that tell the rest of the story, all are set in my continent of Nimia. Bt i want to make sure the core engine i use in brightridge is as robust as possible before i use it for the others. There's The Bone Sea, a rich and dusty desert with hidden tombs, Residi Bay, a coastal cliffside city about to host the signing of a treaty, Vandgels, a crumbling theocracy on the edge of ruin, and finally GoldenWood, which has the origins and the kingdom of the dracozids (my version of dragons, i always say dont call a dracozid a dragon, they hate it
The Air1 crashes are the orientation bug, I am reasonably certain about that. I finally got around to testing on iOS10, and it works perfectly fine there as well (just like on iOS9) - if you hold the iPad the right way. The only thing I noticed is that the framerate is a few (1-3 typically) frames lower than on iOS9. E.g. when one of the guardians comes down; not noticeable at all during normal gameplay, there it's still stable 30 fps. Other than that, both my kid and I absolutely love the garden gnome and the new giant-size option. Jumping over a whole mountain is awesome You do get some wacky camera effects depending on which creature you change into. E.g. with a giant Ent, the camera is somewhere near his legs, and doesn't move upwards to match the new higher viewpoint. I didn't have time to check them all yet, will report back if/when I get around to it. On an unrelated note, I re-discovered this yesterday in my link collection: https://forum.rpg.net/showthread.php?476196-setting-riff-entire-amies-go-dungeon-crawling If you ever feel like doing something grimdark and underground, those setting ideas are great inspiration.
Price Drop ? Hi, i'd like to buy this game, but wondering if the price will go up or down in a couple of weeks, could you help me with the information regarding the price ? and also, will it run smoothly on ipad air ? thanks, i'll be waiting for your respond xD