Great horizontal shmup. Joystick makes it much tougher than relative touch. Excellent graphics though the I don't know if they're sticking as it showing up as normal in settings. I like it better than Darius Burst.
The letterbox is the main issue I have with the game. I mean, c'mon man...at least use top portion of the screen. Seems lazy
The game is letterbox. That's how it is on the vita, I don't know why that's such a big issue? And everyone, remember. When they port these games, while the specs on our devices look, on paper, that they could run everything perfectly, there are so many factors people don't consider. Remember, Apple has HUGE restrictions on apps in how they access everything, they don't get free reign over the memory, processor and so on. The vita doesn't have to "multitask" like apple devices do, so please give these developers a break? As I mentioned, I finally got through the section I was struggling with. The biggest issue though is the controls on the game. They're great, yes, but they can be REALLY sketchy in spots. Having to get through areas like the bug section, and anywhere that involves close quarters with the "world" is more difficult than it should be. The game should never be hindered by areas where the controls become the thing that increase the challenge versus the game itself.
iPhone 4S screen. Could do with a control sensitivity option, on hard there isn't a lot of room for mistakes and my taps and movements are going unnoticed runs fine on 4s few FPS dips but nothing too bad - graphics on ultra although I believe this makes no difference. iPhone 5 coming this week though
This is amazing. I was sure the game would bloat up to 800 MB or something, but I just checked and with iPad retina graphics and full voice acting...313 MB uncompressed. Mind = Blown
well is not completely voice looking by sanuku's gameplay the black screen that explain part of the plot are voiced in the pc version so that should be why the file size is much smaller since the pc version is 900 mb I'm going to buy it after all "issues" get fixed but at least i wouldn't mid to take more space so that it can be fully voiced as well with a check box to disable the censorship
Played a lot more...diving in other modes as well (there is a TON of content apparently). I hit a huge difficulty spike in the garbage chute. I'm really enjoying the game so far...but I would like to see implemented some things, hoping the devs consider them. 1) I would like to get rid of the 'standard fire' button...when AF is on, there is really no need for it and I always press it instead of the secondary weapon or time capsule. Expecially on the smaller devices. 2) As others said, I wish the joystick wasn't fixed in one spot...playing my finger sometimes moves from the center of the joystick out of the hit zone. If it was relative to my finger position (confined in the bottom black bar) it would be better...maybe those narrow caves wouldn't be so difficult. I particularly have problems chasing the power ups. 3) I really wish for iCloud sync and Gamecenter implemented (really...you already have achivements...) I couldn't care less about leaderboards personally. Still, I'm greatly enjoying the game...I'm really glad I picked it up. Now...if only I could get past that damn garbage chute...
Playing on the mini and i have to say the game looks great, but it does have its flaws. One thing i dont really like is the vstick. I really think relative touch will make this perfect OR have a floating dynamic joystick instead of a fixed one will at least make it so much better. My problem with the fixed joystick controls is that whenever i lift my finger up, i will almost always move a little in the unintended direction for a split second everytime i put my finger back on the controls. Also, weaving through bullet curtains is really difficult to pull of if your ship still moves in one direction when you havent lifted your finger. Sure the current controls scheme is WORKABLE, but it is certainly flawed and ruins a bit of the experience for me. The visuals are good, the sounds are decent, the bossfights are really awesome, and the variety in stages are very impressive. However, the movement controls is holding back this title from being fantastic. I really like the game, and i'll endure a bit more with the current control scheme, as i really want to finish this one and see more of what it offers. Im not sure if i can get to the end with the current controls though.
I'm the opposite ! I'm loving the smaller filesize, dont care for the audio as i obviously cant understand it so its a waste for me, i just read the words and continue to the next stage. Bloating the app by 200 meg or so just for more hungarian voiceover - nah ! Even if it was english i wouldnt be that bothered, prefer smaller filesizes if its a choice between voiceover or not
Thanks for the screen shot. I wish the size of the actual playing screen was a little larger, so that the little black border at the top was used, and maybe even that same distance underneath. The area for the controls looks to be taking up too much space.
So running Sine Mora on Ipad 4 is on par with PS Vita? or there are some effects disabled anyway? Can you change resolution to 1024x768 then have all effects? Thanks in advance for answers spajdr
This game is pretty special, I've been hooked for days. Would love to play on a iPad. I haven't got a PS Vita!
I played this n the XBox 360, and it was incredible difficult, especially the BulletHell sections were almost too hard, as the controller didn't seem to offer precise enough movement to avoid getting hit. After spending half an hour with the iOS edition, I find it even harder... The joypad is just too imprecise and the buttons are too small, it's easy to miss them when things get frantic. Giving the fact that there's so much unused screen estate, it would have been great if we could resize them and even move them around a bit. This game can be incredible unforgiving and need all the help it can get when it comes to control options. If they implemented Relative Controls, even with keeping the individual ship speeds, I think it would make the game much better. Haven't regretted buying it, as I want to support any developer porting games like this to iOS, but I was disappointed in the incredible difficulty compounded by horrible bullethell patterns in the Xbox version, and it's not better here, unfortunately. One problem in the game was always the very small and not well thought out bullet sizes in the game. In some instances all but impossible to avoid getting slammed in bullet patterns.
Letterboxing: this is something that came up with each and every version of the game. Sine Mora was designed to be played on a 21:9 playfield, it's not something i can just go and change, not a render issue. Each and every level would have to be redone, and this is something we didn't want - the ios version is supposed to represent the game as it was in its original form. Controls: we're definitely looking into this one, as i've explained earlier. Floating joystick is a good idea, i'll try it. I've tried implementing relative touch, but due to the max ship speed i wasn't really happy with the results, but i'll give it another go. I have a pretty sizeable collection of touch shooters so i'm quite aware of how other games work, Darius is really cool yeah but it's rather different in its gameplay constraints. Again, if you think you have a good idea of how it should work, don't hesitate to PM me! Graphics: yes, it had to be reduced even compared to the Vita version. Inevitably, dedicated consoles have much more potential to optimise, even if the hardware is similar. Also, the Vita roughly has the hardware resources of an iPad3, but has to render at a much lower resolution, can be optimised more "to the metal", and, importantly, has more available memory. The screenshot linked is pretty much the worst case as the ocean had to be severely cut back due to cpu differences. (The original game is using an FFT wave simulation computed on the cpu each frame) File size: as some of you have already noticed, the wall-of-text voiceovers were removed, and there are a few other cuts here and there. Sounds take up a LOT of memory when not compressed, and mobile cpus don't have the resources to play back this many simultaneous sounds from mp3 or ogg compressed sources without taking a major hit on framerate. The ios version of Sine Mora is using my own adpcm-like compression which is somewhere between mp3 and uncompressed size-wise, but decompression is almost free. Difficulty: Sine Mora is intentionally easier on ios. We're still working on balancing out some of the difficulty spikes like the garbage chute and Domus.
Thanks for the thoughtful answers. Hopefully they will go a long way toward dispelling the "lazy port" myth.
I DID IT!!!!!! I DID IT!!!!!!!!! I DID IT!!!!!!!!!!!!! Sorry for bothering, but I finally got past that damn garbage chute part. O_O WOW!!! at the boss just after that!!!! AMAZING!!!!! Hironically I got past that part at first try. What I did differently was waiting for garbage a to take the bottom route, NOT using the time module, having my finger centered on the joystick and doing millimetric movements to move the ship. Game is hard and controls are always improvable, but it's simply amazing. THAT BOSS!!!! EDIT: Sorry for the asterisks mods!!! EDIT 2: PAPA CARLO!!! OOOOOOOOOOO When it went down, I yelled at the skies!!!! Say what you want about the controls, but I'm now at world 5.....AMAZING. It was since the times of Uridium on C64, or Menace and R-Type on Amiga that I wasn't so compelled by a shooter, it's truly amazing!!!! It's incredible how they managed to keep things fresh even for a genre out for so long...some levels are just stunning...in gameplay, graphics, sounds (inside those structures in the sky!!! AMAZING!)...everything. I still have to understand anything about the story, but stilll