I like it when people get too serious about my (bad) jokes. (I am one of those condemned "platform-haters", but actually like this game, I know) Thanks for the reply. Control, like bullet hell, makes or kills a game. As a developer (non iOS), I know it is better to make it right when out than amend it later. Just keep us posted. P.S. If you want public beta, drop me a line please.
I think by the sound of it you are using something similar to what Jeff Minter did in Minotron. I've adapted his control method for left and right and it is probably the best control system to use. By placing the thumb on the screen becomes the start origin. If you move left then the origin gets reset so that when you go right it's an instant change. The good thing about this control system is you can drag your thumb across the entire screen and it will still recognise the direction change instantaneous. Unlike all those horrible virtual joystick things where you have to travel the same distance back to say you have changed direction, which causes lag. With my stuff, I've got it where I can place my thumb anywhere on the screen then rock it back and forth without moving and it will do a direction change. Best system so far but if yours is based around Jeff Minters stuff then give credit to him because he came up with this method...
I agree, before stating you're using an "unique" control setup always try to look if it's not done before otherwise don't use the term 'unique' It seems that you, robo-dude and Josh both seem to tell different story's about the control setup. Now take this as an advice but it is VERY important that you can explain your controls to your audience. If you can't properly explain them (wich seems to be the case now) don't expect them to work. It's that easy
Its tricky to explain because the game is still evolving. Nothing is really set in stone yet. James just added those new controls a few days ago and we are still messing around with them.
Unique is a relative term. If it is not used very often, I see it as unique. Also, this game is still a few months off. Yes, a week or two from release I expect them to also be able to give a clear idea of controls. Now, I actually want them to try different things. We may get something unique even in you use of the word. Or we may get a great setup used often, but still works excellently with the game.
Hmm, I actually don't agree with this. If your orientation point will 'travel' with your thumb to the direction of the swipe motion it would look too sensitive imho if you slightly swipe to the opposite direction. Of course it's tweakable but I think the players would seriously have to get use to this method. The floating joystick is almost a standard nowadays but it's a well proven method.
Actually, the've should've looked to the control part a whole lot earlier in the game development. It will make or break a game for the most part
That's where the threshold distance comes in Just take a look at Jeff Minters Minotron game and you will see what I mean. TBH all virtual joypads should be scrapped in favour of this system - it just works great!
Yep, With the app store's ability to update I think it's important to build around being ready to change controls at any time during development or after release. Something may seem awesome and even beta test well but, heck if it isn't well received I'm not gonna argue. I'd rather just be able to change it. That being said standard touchpads will be still be available as an option too.
contest Got a cool little contest going to win a set of two rootsvswizards buttons. Contest is here: http://forums.toucharcade.com/showthread.php?t=100373
Hey can you guys comment on how similar/different this game is to Cordy if you've played it? I know the obvious like there's no enemies in cordy but there are in Paper Montsers but what about elements like puzzles and the world itself? Cordy is pretty good minus the useless IAP but I think this will be better
I played Cordy and it was very cool. This is certainly different, where it has enemies and bosses, not really about puzzles necessarily. I think Paper Monsters has more of a Super Mario feel rather than a Sonic feel to it.
Thank God for that. Nothing against puzzle games but I've noticed that way to many platforms on the iOS are based more on puzzles than they are on the actual platform gameplay itself (fighting enemies, boss battles, etc.) this the reason I never bought "cavorite" and I will probably end up passing on "Cordy" as well. Just my two cents on this.
yeah, I'm more of a Metroidvania lover (enemies, no enemies, doesn't really matter so long as there's platforming and exploration involved)... but I can't help but go crazy over Mario type gameplay (loads of enemies, power-ups, bosses, and loads of actual platforming!). Can't wait for this one!