Time to get back into it! Thank you for addressing the issues and continuing to support this mobile version, @Spalato Bros!
So it turns out that I wasted too much time debugging a Nintendo Switch issue so I will look at it another time. In the meantime I have started on v1.4. Here's what has been done so far: Enabled ProMotion support for iOS. Guest players in multiplayer matches will upload their scores as well to the leaderboard for co-op game modes. Abilities customization menu now respects the devices safe area. Buffed mines ability (more details later). Slightly nerfed ring shot ability (more details later). Powerups spawn only in the upper half of the screen. Autofire now detects shootable things. Will always autofire is on and homing is enabled. Up next: - UI overhaul If you have any more suggestions, let me know, alternatively chat to me on Discord
Feel like I owe you all an update: v1.4 development is pretty much completed, just doing some final testing before shipping it. Here's what you can expect in the new update: ProMotion support (120 Hz) Both players in an online game now posts their scores instead of just the host UI safe area fixes Ring shot ability will be slightly nerfed and mines ability slightly buffed Powerups spawn on the upper half of the playfield Score achievements renamed and now achievable Relative finger to player movement mode (enable this in settings) Overhaul main game UI Game rules UI improved Help UI in pause menu explaining the game Rank label (fixes incorrect levelling up when in fact did not level up) Auto rotation enabled in main game (allows landscape-right in menu scene) Touch control updates Auto shoot improved (checks in all directions of the bullet type rather than just upwards) Fixes memory leak (hopefully)
@Spalato Bros I’m curious about battery drainage with ProMotion enabled. Looking forward to put it under proper testing. Also, relative touch is a welcomed addition! What about portrait mode? Not in this update yet? No rush, take your time to make it perfect. Just asking. Thanks for the heads up about an update and keep up a good work!
Wavecade should run as fast as possible in terms of framerate, since there is a lot of movement happening on screen. I totally missed enabling ProMotion support in the last update. If anything the most battery intensive part of the game is the haptics/vibrations, feel free to disable them if you want to save battery. Portrait mode is supported in v1.4 but only when in a game. The main menus will still be landscape but will have portrait mode support after this update.
No, the update is not released yet. Still up to the stage of fixing bugs. Will let you know when it's live.
Just a heads up, if you are experiencing crashes on iOS, it may be due to the vibration causing a memory leak. Please disable it if not done so already or let me know if this helps! Thanks! This affects the current version (v1.3.1)
The update you have been waiting for is out! WAVECADE v1.4 Now with portrait mode support and 120Hz (ProMotion) you can now experience smoother gameplay on iOS. Along with bug fixes and performance improvements, there are various gameplay tweaks to increase fun and replay-ability! Review us on the app store if you have not done already Hard at work with the next update which will be fun!
Hey! Finally had a proper go with the update. Was most excited for portrait mode (apart from Dream Quest there is currently no landscape game on my iPhone). Thanks for working on that! Two things that I really need to address: 1) Relative touch controls are not relative touch controls in your game. Relative touch means the ship always stays and moves in relation to your finger, no matter where on screen you put down that finger. In Wavecade, the ship always moves on top of the finger. This is also an option, but true relative touch is what people want in shmups. Therefore, I went back to your virtual joystick option, which is kind of closer to that, and works really well. Second issue I‘m having is with portrait mode: I need to be really high up on screen (top half) to reach the fun speeds around and above 100%. But I think the ship should always be in the lower half. That needs to be adjusted, otherwise it‘s close to unplayable right now. Waiting for the next updates! Cheers!
Agree with the relative touch comment. That would be amazing. For now I think I’ll go back to the control stick like you did. One thing that’s been kinda bothering me is that it’s really hard to see how far up the screen you are by looking at the bottom of the screen. The percentage is down there but it’s hard to glance below my finger to see it. Making it more visible somehow would be a welcome change.
Thanks for your suggestions, I will add a task to have a setting for the offset of the player touch to position. Interesting about the upper half of the screen, the camera rig's height needs to be limited so you don't see where the blocks or hazards spawn. The player movement magnitude is limited to be equivalent to the PC and console version. Will need some consideration to make the movement speed independent of the direction it is supposed to move. We just officially surpassed 1k downloads. Can't wait to show you all the next dev logs!
Apologies for the lack of updates, I was fixing issues that the Switch version was having and now I can get back to actually developing v1.4.1. Will probably have another progress report on the weekend so check in soon!