Boxplode prototype on the iPhone
Jan. 5th, 2011 09:12 amI'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.
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Date: 2011-01-05 03:04 pm (UTC)The speed is acceptable, though it's noticeably slower than the plain EXE version when there are a lot of transparent objects flying around, and it's not ever going to be as fast as a "native" application because it's going through bytecode. Playing sound effects seems to slow it down more than I would expect, but of course, all this is still in the testing phase and it'll probably be markedly improved when the release version comes round - and in this game, there are no noticeable speed issues to speak of.
Standard MMF2 is $120 US, and that allows you to distribute paid-for games as long as you include a logo, and the Developer version is $370 (not on top of the existing price - as an alternative to it) and has no restrictions on what you can do with anything made in it. The price of the iPhone exporter hasn't yet been publically announced, but I think that the expense of getting a Mac will still be the vast majority of the cost involved, here.