yeah, making a living being a game developer is really difficult, but ill keep on moving forward while i have the energy Yes about the tree guys - with the new "lego" quest engine im using for the new quest, it also lets me create new adventures quicker. I have it on my list for a story involving Bosine (the mother tree). Waaayyyyy back in the original outline, Bosine was going to be the focus of the adventure, back when Nimian legends was called Nimian Battles and the focus was more on violence. Thats actually why there are posters in BrightRidge inn that mention hunting down Bosine
Im so glad to hear that The Gnome Grimlin is very popular so far, along with the size changing in general. NL: Vandgels is coming along well. Ill pass the story by you soon to get some feedback. Thanks for the offer. The game is getting to the point where i can add in almost any scene quickly, but whats really missing i think is a great story, so help from people to make it tight is appreciated. Great link - you know, its like all it takes is a word or two (blood river) to fill my mind with imagination. Im really working hard to make the new engine completely object oriented "lego" style so that i can focus soon on just building stories and world and not on building all the mechanics to support it. Thats why the first adventure took so long to build, but the updates are going faster. Right now i'm making about 500$ a month - not enough to pay my bills, but enough to cover part of my rent, and a big improvement form the 60$ or so a month i was making last year. I hope once i have more than one Nimian Legends game on the store that i can bring this up eventually enough to work on NL full time. A Skrall lurks in the grasses in the new adventure Love & Tin
Thats great you are making more but geez you put in some serious work. So what is it that has you making more I am just curious.
I think its the updates. Theres no marketing so its really about good reviews. The more i add the the game i think the more people see value in it and some dedication on my part, and the popularity improves. Also people have been recording gameplay and that is helping the video spread on YouTube.
Just found this: http://forums.toucharcade.com/showthread.php?p=3965101#post3965101 Full 3DFoin pack for 100$. Anything in there that you can use, Robert? @all: If Robert says yes, can we do a fundraiser for him, or something like that? I can throw in half of it only currently otherwise I'd outright gift it to you. Had a major car maintenance and don't know yet how much the damage is, hmph... Not sure if they are serious about the "limited to 5 sales" thing. But just in case I'll beep them tomorrow and call dibs on it for a week or so.
90% off - wow Thank for the link - and the support. Sorry about your car damage. Its one of those unknown things that pops ups suddenly. I hope it's not too serious. That's so nice about your offer - for the moment ill focus on the coding - if i can get the next 3 updates out ill be using a much tighter code base that lets me do more things, but i really appreciate the thoughtful support. I was up until 7am last night , which i no longer do regularly - but i got a lot of important work done on the story. (plus client work all day so im balancing it out and trying to spend nothing) im at the point where its just building the story, but there's a lot of factors to take into account - mostly about whats plausible and what makes sense, trying not to shoehorn events to tell a different story. When its ready for a complete run through ill upload it to the beta testing - id love your opinion. Plus the new Object Oriented adventure engine makes it a LOT easier to make changes. Eventually ill rebuild the original adventure in the new OO engine, but for now i have two adventure managers running side by side. No I know how we got our appendix - things get left behind as we evolve SadSun is a new Filter available in the new Presets section. In addition to the new story, there's more than 50 additional updates and options
Thanks Robert, but no worries about the car. Was just regular maintenance, no accident or damage. That top screenshot is awesome, love the ominously glowing sky. Just saw on iTunes that there is a category "Breakthrough gaming moments" for "games that look or sound so great they enchant you". E.g. Transistor is in there, no surprise with that fantastic soundtrack. AFAIK you have something like an Account Manager at Apple, as contact person, right? Write to them, and ask that you want NL in that category. Tell them to run it on an iPad Pro with settings that push it as far as possible I think it's worth it just for that to add 2 presets with max settings & effects and one or two filter effects, one each for the Air2 and Pro. Also: Heh, yes. Lack of sleep really takes its toll now. We aren't twenty anymore
i just finished some gameplay video of this game and all thst i can say that is pretty mouch unstable on my devices. The game freezes lots of time, ( Ipad mini 3Gen ) and because of that the game is practically unplayable. maybe it ruuns better on newer devices. Except this the game is solid,
Thanks for calling Terrapin Technical Support, all our lines are busy at the moment, please hold... @Bumpy: Odd, should run fine with default settings on a Mini3. The A7 processor is a tad slower than on my Air1, but they both have 1GB RAM and a PowerVR G6430 for graphics. Does it also freeze when you don't record video? NLBR needs a lot of RAM, so a reboot or cleanout (e.g. with Battery Doctor) could help. Is it a complete freeze (say, for a few seconds), does the framerate drop even with default settings? Does it crash? Try switching off all special effects, and see if it runs stable then. If yes, add them back one by one. "Occlusion" is marked as high-CPU, start with turning that off. To test, I set the resolution to "medium - 1024x768" and turned all effects on. Framerate dropped to 9-10 fps, but it still felt quite smooth. High and Ultra-High Res immediately crash it, as did switching back from Medium to Low Res. And which iOS version are you on? Last, for comparison: Get the free non-HD version, how does that run on your Mini?
Just a small thing needs fixing. The sound menu options are not lining up with their sliders. I have an iPad Pro 12.9". It wont let me attach a picture in this forum. If you like I can email it to you.
As someone who just switched from one of those...it doesn't suprise me. The A7 doesn't handle graphically intense games well at all. Apple should have given it an A7X. The 1GB of RAM was pretty pitiful as well, mine could barely keep 2 tabs open at once.
I know I need my rest! Re: presets, that's a good idea. I'm also trying to get access to some newer devices so i can implement quality detection by device. Right now its pretty much just the iPad air 2 that automatically increases the detail, because the version of Unity im using doesnt detect newer devices. But i found a way to use the unique device identifiers, so that will probably be in update 7 or 8 (the last one -phew)
I appreciate that FiloMJ It's not just the pleasure of sharing the game with people and the financial support. Everyone who buys a means an opportunity to let more people know about BrightRidge. Right now I'm in this weird purgatory where i can only work on the game part time, so a lot of what i'd like to do and polish is beyond reach. So the more people that buy it and support the game, the closer i get to being able to work on BrightRidge, and teh other worlds, full time. I hope you enjoy it, and keep an eye out for the free update 6 coming soon with more options and a new adventure.
Hi Bumpygames. thanks again for the video review If anyone wants to see it, and support Bumpygames, it's here: https://www.youtube.com/watch?v=ZZv6ii1ivC0 We spoke about it in email but i'll add it here for others. Brightridge works best with an a8 chip or better, and it runs in a lower detail. I keep working to optimize it (for example, update 6's story manager uses less cpu cycles) but it really needs a newer device to shine. I made sure to make it as backwards compatible as possible though, and i think its been a very helpful education to get feedback like this and gain experience working across multiple devices.
You make me laugh Thanks for answering Bumpygames. I spoke with them by email too, and im glad you posted all these suggestions here. A bug in the game - i got sucked inside something where you're never meant to be. Looked kinda nice in frenetic motion
Thanks for the feedback yeah, i think i noticed that in my last check. I think i have separate anchors for the slider components. I've made a note of it and will fix it in an update
I agree. I started off devloping BrightRidge on an iPhone 4S. Each generation of phone would run BrightRidge SOOOO much faster, and its a good game for a benchmark because its a big open world, so you can really see the benefits each generation brings. With all the options in the game, its been easy to see how different devices run different settings to, which gives you a clear sense of the upgrades in power. example an iPhone 6s handles high res high fps while iphone 6 handles only medium res. At this rate i think in a decade we'll have an exponential amount of computing power in our pockets (or bodies i suppose