There's TANK hanging out next to the fine looking women of Hacker War.
I crashed yesterday. After 12 hours of updates, I just got too tired. I'm planning to keep working today. There are only two things left... the tutorial and a way to switch control types. I also might add a way to quick-switch weapons.
I'm also waiting to see if Project Masala has any relevance to BOT... but that won't delay the update. I thinking it's better to send 1.1 to Apple as soon as possible.
OK, wow, that took much longer than I thought. It's just some testing/publishing stuff left and then I can send the update to Apple. Here's the change log for the 1.1 update...
Version 1.1 change log
• Fiery Orb offensive power doubled • Fiery Orb no longer disappears after visiting shops • Some enemies now drop Energy • Resolved auto-rotation issue on first loading • Equipment menu now has a map • Jetpack added • Virtual Controller added (Touch Gold Bar to activate) • Minimum iOS version set to 4.1 • Tutorial Added
Photics said: • Resolved auto-rotation issue on first loading
This doesn't seem to be resolved. I thought it was fixed, but now it's not working again. I think it's better to launch 1.1 now, rather than fussing with this minor issue.
Oaklandasfan said: Are you done with 1.1? If so, will we see it within the next week? Just wondering.
Right now I'm waiting for one final ad-hoc build from GameSalad. If it checks out, I'm going to send the update to Apple today.
The testing is taking longer than I thought, as I'm finding some issues that I didn't even consider... like what happens when Night Vision is on and the Jetpack is used? Heh, it actually looks pretty cool, but I had to add some extra "code" to prevent it from looking weird on the edges.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Oh im glad you mentioned night vision. I bought that not knowing what it was (due to no description) and when I activated it I could not find a way to deactivate it.
So needless to say I was stuck in that mode not being able to see anything that was coming at me.
Might wanna look into that also. I have made no progress in this Game since I can not ever save it seems. Makes me really not want to play it anymore. I hope this new control system will make it easier to proceed further into the Game.
Is there ever a chance to Save progress or do you have to beat the game in one life?
tenrdrmer said:So needless to say I was stuck in that mode not being able to see anything that was coming at me.
I fixed this for version 1.1
tenrdrmer said: Is there ever a chance to Save progress or do you have to beat the game in one life?
Pressing the disk icon in the repair shop is how to save.
Version 1.1 has a tutorial that better explains how to play the game, as it seems that most players skip the instructions on the app store page for BOT.
OK... uploading binary to Apple. Here's the change log...
• Fiery Orb offensive power doubled • Fiery Orb no longer disappears after visiting shops • Some enemies now drop energy • Equipment menu now has a map • Jetpack added • Minimum iOS version set to 4.1 • Tutorial added • Fixed issue with disabling night vision • Other fixes • Virtual Controller added
This is a significant update to the game. I think it should resolve the issues mentioned. Next up... the Mac App Store!
I tried registering as a developer for the Mac App Store this morning, but there was a problem with the checkout page. I got an error on the final step of the ordering process.
I registered as a Mac Developer today. Wow... it's different... somehow better. The interface is similar, but it felt easier to use. It seems that I'm all set up to publish BOT. I just have to create a Mac version of the game.
The only weird thing so far is the 1280x800 screenshot requirement. Heh, I'm still using a 4:3 monitor.
So, is this basically a print money machine? It's almost like no additional work to make this happen. That's one of the advantages of GameSalad is that it has Mac Desktop publishing.
UtopianGames said: Congrats on the updates, a lot of people will be looking forward to it I'm sure.
Thanks!
It seems fairly popular on the Touch Arcade forum. A lot of players seem to be waiting for the update. The feedback there is almost opposite than here. One player said that the controls were fine and that the difficulty was just right.
Although, options are cool. If players want a virtual controller, that's cool. I'm happy with the way my thumbstick controller works. I think it's more stable than CodeMonkey's example. It doesn't get stuck... and it's only one actor with no constraints!
Version 1.1 should be available. I got a message from Apple that BOT (1.1) is ready for sale. I'd download it to my iPhone right now, but I'm waiting for Street Fighter to update. (If you think BOT is big, that game is huge.)
Photics said: Version 1.1 should be available. I got a message from Apple that BOT (1.1) is ready for sale. I'd download it to my iPhone right now, but I'm waiting for Street Fighter to update. (If you think BOT is big, that game is huge.)
Photics i'm impressed with you by 2 things:
1) How quick you have been able to get this much needed update out. To go from 1.0 to 1.1 in just over a week and fix so many things is great.
2) The fact that you HAVE LISTENED to the feedback on here and TA. This must have been really difficult for you since controlling TANK was quite unique, actually is was one if its 'USP' and you explained months ago why you didn't want a virtual thumstick etc. To give players more options is brilliant and I hope you continue with this and that sales get a decent boost from the update. Just need more players on GC now, maybe have a 4th July Free Bot 1 day sale???
AddictiveGames said: in just over a week and fix so many things is great.
Actually, it was just under a week. The app launched last week on Tuesday, June 14, 2011. That's when the feedback started coming in. The update went live yesterday. That's six days — very fast.
AddictiveGames said: 2) The fact that you HAVE LISTENED to the feedback on here and TA.
I do listen to feedback, but I balance it out. The responses here were disproportionately negative to the ones on Touch Arcade. I think there's some bias here. But hey, if people want a virtual controller, that's cool.
I'm really happy with the virtual controller I created for BOT. My very first GameSalad game had a virtual controller and it was terrible. It kept getting stuck. I don't really like virtual controllers in general, so that's why I thought of the original control scheme for BOT. So, it was an ugly week, but now I kinda like virtual controllers.
AddictiveGames said: To give players more options is brilliant and I hope you continue with this and that sales get a decent boost from the update. Just need more players on GC now, maybe have a 4th July Free Bot 1 day sale???
I think it's way too early to make BOT free. I'm still waiting to see if any of my marketing efforts have turned things around.
Right now I'm focusing on the Mac App Store version. Heh, I knew that I shouldn't have complimented Apple's system or call it easy. For some reason, I can't create a proper provisioning profile. I double-click it and it's like, "I don't know what this is!"
I was thinking about Free App A Day though. I don't know. It doesn't seem worth it. I haven't seen it turn apps around. It only creates a temporary surge. I was actually thinking of raising the price for a while and then lowing it again. So far, I'm not planning to do either. I don't like playing pricing games.
uptimistik said: The new version is solid. Still would LOVE a storyline in it, but at least I could move around and actually kill enemies.
There is a story in BOT. For this game, I decided to say less about the lore and let the players explore. Here's the logic...
I think it's better to say less than have a bunch of boring dialogue. If you're really interested in the lore, you can look at the details of the game. If you look at it, there's fantastic symbolism in the game. In addition to being a warning about using technology responsibly, common with sci-fi movies, it's actually a story about a family. TANK is the personification of fatherhood. The humans are like little kids to him. He goes out, works hard, earns money, and comes back to the base... his home. This is especially obvious with the Soccer Ball quest. The soldier crashed the family car... and lost his helmet while making it home.
I've played MMORPGs for about a decade. The games were filled with quests and text. I found it more annoying than entertaining. Most players just quickly skipped the lore. So that's what I decided to do here... let the players get at the action. TANK starts right in the middle of the action.
Photics said: Two generations ago, there were games like Mortal Kombat. Their fatality system was hardly intuitive. Yet, players played to figure it out.
It seems like there are so many games out right now... so many easy games too... that if the player doesn't understand the game in like two minutes, they're going to move onto the next 99¢ game.
Does a game really need so much spoon feeding?
"Congratulations... you killed your first robo wasp. Here's a 30 minute 3D rendered cutscene."
I make games that I enjoy... otherwise, why do it? And if I like the game, maybe others will like it too. Yet, I think most people today play games like FarmVille, CityVille and Wii Sports. These are cutesy games, without a lot of the danger that exists in BOT.
I think that's what bothers me about the feedback. I haven't played a game like this in a long time... a game where I felt a rush of adrenaline... where dying was cause of concern... where skill and aim matters. Auto-Aim? I don't remember any retro games with Auto-Aim. Maybe homing missiles, but those were usually secondary weapons.
Here's a summary of the biggest gripes...
--Controls too hard --Too hard to start out --Dislike of loss of gold --Loss of direction, not sure where to go
Every one of those design elements was intentional. The game was supposed to be big. It's supposed to be hard to start out. Death in the game is supposed to have a penalty. As for the controls... one-touch combos... Shoot-shoot-stab! I don't see what the big problem is.
But hey... that's the feedback so I'm updating the game. Yeah, I'm not happy about updating my game because the game was intentionally made this way.
I know this is late, but since I was quoted:
You're seeing things in some sort of weird black and white with huge logical fallacies. Where it's no direction at all or 30-minute cutscenes. Mortal Kombat (which sucked IMHO) had extremely hard fatalities, but you didn't have to do them... you could play without them. You could jock buttons and beat the game.
"--Controls too hard... Every one of those design elements was intentional."
That's just crazy. I've never heard of a game design intentionally making the controls too hard. The one thing that should be easy in a game meant to be difficult are the controls. The controls are what draw you in to the game and put in the shoes of the character. If you are wrestling with how to control the game, then you aren't wrestling with the game elements.
Anyway, I'm gonna update and try it again... maybe... but this blame the user thing instead of blaming the designer doesn't really inspire me to.
Tried the update for about 45 minutes. It's a vast improvement over 1.0!
- The virtual joystick works. It's convenient to switch between the control methods but I don't see needing to change this more than once.
- The world map is cool and useful. I don't know if it's intentional or not but when you're in your home base and you bring up the world map, there's no pulsing red dot to mark your location. Obviously, you are in your home base so it's not like you're lost but it would be useful to easily reference where the home base is in relation to other things on the world map. The red dot is also kind of hard to see. My main gripe with the world map is that you have to go through two scene loads to access it. I think it would be better if you could access the world map by tapping on the gold counter and have it come up instantly. I access the world map way more often than I switch control methods.
- The jetpack is cool-looking and well-implemented.
- The energy drops are a welcome addition.
- I already had a game in progress so I couldn't see tutorial.
Because of the update, I've been able to do more exploring (which is a good thing). My general feeling is that each area is too small. I walk/fight in an area for 15-30 seconds and then wait for the next area to load for 4-5 seconds. The play to load ratio seems low. I also think there should be a greater variety of enemies. I've explored about 60% of the world map and have encountered only one area that was not just wasps or spiders (it had some kind of turret). In addition to adding more enemies, maybe you could add some non-combat activity to also add variety (like cutting grass or destroying pots to search for rupees in Zelda).
Overall, it's a very good update (and quickly put into the field) and it makes BOT a lot better. Well done, Photics!
P.S. How do you submit GC scores and look at the leaderboards?
JeffreyShimane said: - The virtual joystick works. It's convenient to switch between the control methods but I don't see needing to change this more than once.
Well, the option is there. The Gold Bar moves out of the way of the virtual controller buttons. I actually use switching. I find that the Virtual Controller is better for stabbing while the original controls are better for shooting.
JeffreyShimane said: - The world map is cool and useful. I don't know if it's intentional or not but when you're in your home base and you bring up the world map, there's no pulsing red dot to mark your location.
It's intentional. TANK doesn't need a blinking red penis. When you switch back to equipment mode, the particle flashes for a split second. Considering this is a game that kids can play, I didn't want to put anything overly sexual in the game.
I'm a little bit surprised that you noticed. That's an eye for detail.
JeffreyShimane said:My main gripe with the world map is that you have to go through two scene loads to access it. I think it would be better if you could access the world map by tapping on the gold counter and have it come up instantly. I access the world map way more often than I switch control methods.
I thought about that... and I considered making the world map work off of the Gold Bar button, but then it would divide the information. You'd have to load twice to check equipment and see the map.
JeffreyShimane said: - I already had a game in progress so I couldn't see tutorial.
You should still be able to see it. There's a new NPC that gives something like a PowerPoint presentation.
JeffreyShimane said: Because of the update, I've been able to do more exploring (which is a good thing). My general feeling is that each area is too small. I walk/fight in an area for 15-30 seconds and then wait for the next area to load for 4-5 seconds. The play to load ratio seems low.
I blame GameSalad for this.
1 - I can't create custom images for non-retina display. This would greatly speed up loading times for older hardware. 2 - No custom polygons for collision. Actors also add to loading time. With about five dozen invisible actors per scene, that slows things down. 3 - It's not too bad on the iPhone 4 and it's fine on the Mac.
I'm still trying to get the Mac version online, but I'm having trouble creating certificates. I think there's a problem with my account. The process shouldn't be this hard — especially considering that I can make iPhone provisioning profiles.
JeffreyShimane said: I also think there should be a greater variety of enemies. I've explored about 60% of the world map and have encountered only one area that was not just wasps or spiders (it had some kind of turret). In addition to adding more enemies, maybe you could add some non-combat activity to also add variety (like cutting grass or destroying pots to search for rupees in Zelda).
Angry Birds has just pigs... and pigs in hats. Expectations for 99¢ apps are too high.
Also, I think you missed some things. I could post what they are, but I don't want to ruin the game's secrets.
JeffreyShimane said: P.S. How do you submit GC scores and look at the leaderboards?
Press the Game Center icon in the Equipment Menu and then click the save progress icon in the Repair shop. For survivor, activate Game Center features and then make it back to the base after entering the survivor zone.
One benefit of using the new virtual joystick is that if you hold down the gun button and then tap a direction on the virtual joystick (tap, not slide from the middle), BOT will instantly face and fire in that direction without any rotating slowing him down! It works wonders when wasps/spiders are coming from multiple directions!
So even if Apple didn't have lousy tech support. ...and even if the provisioning system worked properly
...I'd still be unable to publish the Mac version of the App.
Basically, the buttons broke... I set it up so that on-release the button would reset itself. So... touch it once and the button knows to change the value. Touch it again, it changes itself back. But now, it just flickers like a geiger counter next to a radioactive dump site.
I was so busy trying to figure out why the stupid .provisionprofile wouldn't open that I didn't realize the publishing side of GameSalad changed. Before it was grayed out. Now it says "Photics". I thought it was like the iOS side, where I had to make a provisioning profile - for each app - for the Mac side.
Now I just have to figure out why my buttons are flickering.
Yeah, MAS publishing is much easier than iOS, I wish it were all like MAS.
I still need to play BOT with the new update, can't wait to test out the new control scheme, and glad you're getting some positive feedback on the update
Ran into a (favorable) bug in the repair shop. It seems I was able to buy multiple upgrades but only charged for one. For example, I believe the cloak cost progression is (from memory):
I had the 2 stars cloak and about 7,500 gold in my possession. I bought the 3 stars cloak upgrade and my gold dropped to about 2,500 gold. For kicks, when I saw the 4 stars upgrade appear, I just tapped it again, figuring it wouldn't allow me to buy it since I did not have enough gold but I was able to buy it and it did not reduce my gold at all!
I currently have 4 of the boss upgrades and every other upgrade is 4 stars except for the regular gun. One gripe, now that I've explored 34 of the 35 areas on the world map, is that some of the transitions between the areas don't really match up. For example, near the bottom of the world map, there is an area where it looks like BOT is walking on metal grating with red lighting below. Going left out of this area looks like it would go into another similar area but instead, you end up on the streets of a desolate urban city. Most of the transitions from one area to the other make sense and appear more seamless. I think the ones like this are the exception but it makes them really stand out.
JeffreyShimane said: Ran into a (favorable) bug in the repair shop.
Heh... I'm aware of the unintentional price drop. From what I remember, it's charging 1000 gold per level. While the price display is increasing, the actual gold deducted is not increasing.
I decided to leave it set that way for the Mac App version and just correct the price display.
The Mac App Store version of BOT is in review. I just uploaded it yesterday, so I'm surprised. That means it could be online tomorrow. It depends on how the review goes. I think the Mac App Store reviews are supposed to be tougher.
Photics said: Heh... I'm aware of the unintentional price drop. From what I remember, it's charging 1000 gold per level. While the price display is increasing, the actual gold deducted is not increasing.
I decided to leave it set that way for the Mac App version and just correct the price display.
The Mac App Store version of BOT is in review. I just uploaded it yesterday, so I'm surprised. That means it could be online tomorrow. It depends on how the review goes. I think the Mac App Store reviews are supposed to be tougher.
It seems that the review is not so simple. BOT is still in review. I'm thinking this can mean three things...
1 - When an app sticks around in review, it often means that they found something wrong. Maybe they're busy typing up the rejection letter or discussing internally if the app should be rejected.
2 - It's the weekend. This review was started during Friday afternoon. Maybe it's just going to sit on someone's desk until Monday morning.
3 - Maybe the app will be approved today. Why? I don't know... I don't even know if they work on the weekends... but I should be prepared regardless.
BONUS - Maybe the tester really likes the app and is playing it during the weekend. :-D
So, I changed the launch date to Sunday... and perhaps it's the changing of the date that is creating problems. Originally I set the app to launch on Monday. My logic was... I need to pick a date. I don't want to pick something too old or new, so I picked Monday. I'd rest during the weekend and then play the date changing game during the week. Maybe the review started because I picked Monday and the app is going to be approved in time for Monday.
I don't know... so now I babysit the app for the weekend.
"Who's a good little app? Yes you are... yes you are!"
It's a good thing I have the iTunes Connect Mobile App, so at least I don't have to stay at my desk and hit refresh like 9000 times.
Comments
Like what I just posted on Touch Arcade... I'm also waiting to see if Project Masala has any relevance to BOT... but that won't delay the update. I thinking it's better to send 1.1 to Apple as soon as possible.
...but I still think that this community is great and I really like working with GameSalad!
Version 1.1 change log
• Fiery Orb offensive power doubled
• Fiery Orb no longer disappears after visiting shops
• Some enemies now drop Energy
• Resolved auto-rotation issue on first loading
• Equipment menu now has a map
• Jetpack added
• Virtual Controller added (Touch Gold Bar to activate)
• Minimum iOS version set to 4.1
• Tutorial Added
The testing is taking longer than I thought, as I'm finding some issues that I didn't even consider... like what happens when Night Vision is on and the Jetpack is used? Heh, it actually looks pretty cool, but I had to add some extra "code" to prevent it from looking weird on the edges.
So needless to say I was stuck in that mode not being able to see anything that was coming at me.
Might wanna look into that also. I have made no progress in this Game since I can not ever save it seems. Makes me really not want to play it anymore. I hope this new control system will make it easier to proceed further into the Game.
Is there ever a chance to Save progress or do you have to beat the game in one life?
Version 1.1 has a tutorial that better explains how to play the game, as it seems that most players skip the instructions on the app store page for BOT.
• Fiery Orb offensive power doubled
• Fiery Orb no longer disappears after visiting shops
• Some enemies now drop energy
• Equipment menu now has a map
• Jetpack added
• Minimum iOS version set to 4.1
• Tutorial added
• Fixed issue with disabling night vision
• Other fixes
• Virtual Controller added
This is a significant update to the game. I think it should resolve the issues mentioned. Next up... the Mac App Store!
I tried registering as a developer for the Mac App Store this morning, but there was a problem with the checkout page. I got an error on the final step of the ordering process.
Darren.
It's related to this article...
Former Sony boss: ‘Apple will be the games industry’
http://www.loopinsight.com/2011/06/20/former-sony-boss-apple-will-be-the-games-industry/
This is really amazing stuff.
The only weird thing so far is the 1280x800 screenshot requirement. Heh, I'm still using a 4:3 monitor.
So, is this basically a print money machine? It's almost like no additional work to make this happen. That's one of the advantages of GameSalad is that it has Mac Desktop publishing. Thanks!
It seems fairly popular on the Touch Arcade forum. A lot of players seem to be waiting for the update. The feedback there is almost opposite than here. One player said that the controls were fine and that the difficulty was just right.
Although, options are cool. If players want a virtual controller, that's cool. I'm happy with the way my thumbstick controller works. I think it's more stable than CodeMonkey's example. It doesn't get stuck... and it's only one actor with no constraints!
1) How quick you have been able to get this much needed update out. To go from 1.0 to 1.1 in just over a week and fix so many things is great.
2) The fact that you HAVE LISTENED to the feedback on here and TA. This must have been really difficult for you since controlling TANK was quite unique, actually is was one if its 'USP' and you explained months ago why you didn't want a virtual thumstick etc. To give players more options is brilliant and I hope you continue with this and that sales get a decent boost from the update. Just need more players on GC now, maybe have a 4th July Free Bot 1 day sale???
I'm really happy with the virtual controller I created for BOT. My very first GameSalad game had a virtual controller and it was terrible. It kept getting stuck. I don't really like virtual controllers in general, so that's why I thought of the original control scheme for BOT. So, it was an ugly week, but now I kinda like virtual controllers. I think it's way too early to make BOT free. I'm still waiting to see if any of my marketing efforts have turned things around.
Right now I'm focusing on the Mac App Store version. Heh, I knew that I shouldn't have complimented Apple's system or call it easy. For some reason, I can't create a proper provisioning profile. I double-click it and it's like, "I don't know what this is!"
I was thinking about Free App A Day though. I don't know. It doesn't seem worth it. I haven't seen it turn apps around. It only creates a temporary surge. I was actually thinking of raising the price for a while and then lowing it again. So far, I'm not planning to do either. I don't like playing pricing games. There is a story in BOT. For this game, I decided to say less about the lore and let the players explore. Here's the logic...
http://www.escapistmagazine.com/videos/view/extra-credits/3126-Learning-from-Other-M
I think it's better to say less than have a bunch of boring dialogue. If you're really interested in the lore, you can look at the details of the game. If you look at it, there's fantastic symbolism in the game. In addition to being a warning about using technology responsibly, common with sci-fi movies, it's actually a story about a family. TANK is the personification of fatherhood. The humans are like little kids to him. He goes out, works hard, earns money, and comes back to the base... his home. This is especially obvious with the Soccer Ball quest. The soldier crashed the family car... and lost his helmet while making it home.
I've played MMORPGs for about a decade. The games were filled with quests and text. I found it more annoying than entertaining. Most players just quickly skipped the lore. So that's what I decided to do here... let the players get at the action. TANK starts right in the middle of the action.
You're seeing things in some sort of weird black and white with huge logical fallacies. Where it's no direction at all or 30-minute cutscenes. Mortal Kombat (which sucked IMHO) had extremely hard fatalities, but you didn't have to do them... you could play without them. You could jock buttons and beat the game.
"--Controls too hard...
Every one of those design elements was intentional."
That's just crazy. I've never heard of a game design intentionally making the controls too hard. The one thing that should be easy in a game meant to be difficult are the controls. The controls are what draw you in to the game and put in the shoes of the character. If you are wrestling with how to control the game, then you aren't wrestling with the game elements.
Anyway, I'm gonna update and try it again... maybe... but this blame the user thing instead of blaming the designer doesn't really inspire me to.
Maybe I should have added a princess :-p
- The virtual joystick works. It's convenient to switch between the control methods but I don't see needing to change this more than once.
- The world map is cool and useful. I don't know if it's intentional or not but when you're in your home base and you bring up the world map, there's no pulsing red dot to mark your location. Obviously, you are in your home base so it's not like you're lost but it would be useful to easily reference where the home base is in relation to other things on the world map. The red dot is also kind of hard to see. My main gripe with the world map is that you have to go through two scene loads to access it. I think it would be better if you could access the world map by tapping on the gold counter and have it come up instantly. I access the world map way more often than I switch control methods.
- The jetpack is cool-looking and well-implemented.
- The energy drops are a welcome addition.
- I already had a game in progress so I couldn't see tutorial.
Because of the update, I've been able to do more exploring (which is a good thing). My general feeling is that each area is too small. I walk/fight in an area for 15-30 seconds and then wait for the next area to load for 4-5 seconds. The play to load ratio seems low. I also think there should be a greater variety of enemies. I've explored about 60% of the world map and have encountered only one area that was not just wasps or spiders (it had some kind of turret). In addition to adding more enemies, maybe you could add some non-combat activity to also add variety (like cutting grass or destroying pots to search for rupees in Zelda).
Overall, it's a very good update (and quickly put into the field) and it makes BOT a lot better. Well done, Photics!
P.S. How do you submit GC scores and look at the leaderboards?
- Jeff
I'm a little bit surprised that you noticed. That's an eye for detail. I thought about that... and I considered making the world map work off of the Gold Bar button, but then it would divide the information. You'd have to load twice to check equipment and see the map. You should still be able to see it. There's a new NPC that gives something like a PowerPoint presentation. I blame GameSalad for this.
1 - I can't create custom images for non-retina display. This would greatly speed up loading times for older hardware.
2 - No custom polygons for collision. Actors also add to loading time. With about five dozen invisible actors per scene, that slows things down.
3 - It's not too bad on the iPhone 4 and it's fine on the Mac.
I'm still trying to get the Mac version online, but I'm having trouble creating certificates. I think there's a problem with my account. The process shouldn't be this hard — especially considering that I can make iPhone provisioning profiles. Angry Birds has just pigs... and pigs in hats.
Expectations for 99¢ apps are too high.
Also, I think you missed some things. I could post what they are, but I don't want to ruin the game's secrets. Press the Game Center icon in the Equipment Menu and then click the save progress icon in the Repair shop. For survivor, activate Game Center features and then make it back to the base after entering the survivor zone.
"U should have! Everyone deserves a piece of tail for walking around that long lol."
Lol. There is that robo-broad in the base...
I was happy to read this...
http://forums.toucharcade.com/showpost.php?p=1790731&postcount=84
I'm very disappointed with Apple though. I'm still unable to make a proper provisioning profile and tech support still hasn't gotten back to me yet.
- Jeff
So even if Apple didn't have lousy tech support.
...and even if the provisioning system worked properly
...I'd still be unable to publish the Mac version of the App.
Basically, the buttons broke... I set it up so that on-release the button would reset itself. So... touch it once and the button knows to change the value. Touch it again, it changes itself back. But now, it just flickers like a geiger counter next to a radioactive dump site.
I was so busy trying to figure out why the stupid .provisionprofile wouldn't open that I didn't realize the publishing side of GameSalad changed. Before it was grayed out. Now it says "Photics". I thought it was like the iOS side, where I had to make a provisioning profile - for each app - for the Mac side.
Now I just have to figure out why my buttons are flickering.
rlehm: Photics gains +25 reputation with faction GameSalad
rlehm: tshirtbooth is now revered with faction Photics
Trade: WTS lvl 85 epic purples for 25k. pst
I still need to play BOT with the new update, can't wait to test out the new control scheme, and glad you're getting some positive feedback on the update
1 star = 1,000 gold
2 stars = 2,500 gold
3 stars = 5,000 gold
4 stars = 9,900 gold
I had the 2 stars cloak and about 7,500 gold in my possession. I bought the 3 stars cloak upgrade and my gold dropped to about 2,500 gold. For kicks, when I saw the 4 stars upgrade appear, I just tapped it again, figuring it wouldn't allow me to buy it since I did not have enough gold but I was able to buy it and it did not reduce my gold at all!
I currently have 4 of the boss upgrades and every other upgrade is 4 stars except for the regular gun. One gripe, now that I've explored 34 of the 35 areas on the world map, is that some of the transitions between the areas don't really match up. For example, near the bottom of the world map, there is an area where it looks like BOT is walking on metal grating with red lighting below. Going left out of this area looks like it would go into another similar area but instead, you end up on the streets of a desolate urban city. Most of the transitions from one area to the other make sense and appear more seamless. I think the ones like this are the exception but it makes them really stand out.
- Jeff
I decided to leave it set that way for the Mac App version and just correct the price display.
The Mac App Store version of BOT is in review. I just uploaded it yesterday, so I'm surprised. That means it could be online tomorrow. It depends on how the review goes. I think the Mac App Store reviews are supposed to be tougher.
I set the launch date to tomorrow.
1 - When an app sticks around in review, it often means that they found something wrong. Maybe they're busy typing up the rejection letter or discussing internally if the app should be rejected.
2 - It's the weekend. This review was started during Friday afternoon. Maybe it's just going to sit on someone's desk until Monday morning.
3 - Maybe the app will be approved today. Why? I don't know... I don't even know if they work on the weekends... but I should be prepared regardless.
BONUS - Maybe the tester really likes the app and is playing it during the weekend. :-D
So, I changed the launch date to Sunday... and perhaps it's the changing of the date that is creating problems. Originally I set the app to launch on Monday. My logic was... I need to pick a date. I don't want to pick something too old or new, so I picked Monday. I'd rest during the weekend and then play the date changing game during the week. Maybe the review started because I picked Monday and the app is going to be approved in time for Monday.
I don't know... so now I babysit the app for the weekend.
"Who's a good little app? Yes you are... yes you are!"
It's a good thing I have the iTunes Connect Mobile App, so at least I don't have to stay at my desk and hit refresh like 9000 times.