Boxplode prototype on the iPhone
Jan. 5th, 2011 09:12 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I've got a game running on the iPhone now (through the slight abuse of an Apple developer account from work). This is Boxplode from last year, which I had stopped working on when I realized how good a mobile game it would make - with Clickteam's iPhone exporter now well on its way, I've been converting it over from its original version and it's already looking pretty workable.
The game's heart, the detection of blocks to destroy and everything, remained exactly the same - what I did to convert it amounted to halving the horizontal size to fit it on the screen, reworking the way that levels were stored and loaded to avoid the use of List objects or the String Parser (creating an editor for them along the way, so that step is much easier now) and changing the controls to make more sense for a touch screen.
Now all it needs is a heap of levels, some presentation improvement, and for me to get my head around the mathematics of doing a touch scroll menu.
The game's heart, the detection of blocks to destroy and everything, remained exactly the same - what I did to convert it amounted to halving the horizontal size to fit it on the screen, reworking the way that levels were stored and loaded to avoid the use of List objects or the String Parser (creating an editor for them along the way, so that step is much easier now) and changing the controls to make more sense for a touch screen.
Now all it needs is a heap of levels, some presentation improvement, and for me to get my head around the mathematics of doing a touch scroll menu.