Awesome concept. I hope it does great. You should put dev diaries over on touch arcade. If you get a good following over there they tend to feature you on the main page when it's released, and this game looks perfect for getting a following. It reminds me of world of goo and portal.
LOVE the concept of this game, but I feel like it would be more fluid if you just had the buttons to morph on the screen rather than having the game pause every time you want to morph.
@NtG yeah, I've had the suggested before. I'm going to toy with it a bit.
@CreeperWare I'm actually working really fast getting the levels together and the few bugs worked out so I can do just that. I want to have it ready in the next 2weeks. Prolly a free game at launch then think about bumping the price when I can get more levels in.
So, I'm happy to see that ABE was a big winner in the TOTGB5 competition, and I'm very much excited for the release!
As of now I'm up to 23 levels and plan to release after I hit 30.
Each "Lab" has 15 stages. For "Lab 2" I've introduced graviton beams that change the game's physics. Later "Labs" will include angled flooring, spring boards, fans, and lasers!
I'm also thinking about releasing for free on iOS then, once I build more levels, converting to Android and Nook for $.99.
@DeadlySeriousMedia GOTTA SAY!...You really have created an ORIGINAL IDEA...not many developers have done this and usually try and make a clone of what has already been done..."BAD MOVE FOR THEM" When is the last time you have seen an Angry Birds Clone thats better than then original?? Enough said...Congrats on TOTB5 and everything you have coming to you....(personally) I would have kept this under the curtain until it's released in iTUNES just cause the idea alone is so original and there are FASTER coders out there that could run with this and release it faster than you before you can....and in the end you would just be the copy cat ( Just food for thought, sometimes being proud of what you create can destroy you.
@irondan yeah, thats why I'm rushing the game to fast track it to market. Want it on apples desk by months end.
@carlblanchet thanks. With the limited levels I didn't feel right charging for it. Also, my target market will probably be a younger group so free plays better!
Here's a video of the most recent additions. Ijust have 6 more to build (already designed), then add a 'world select' scene, then a couple days of bug testing, and off to apple!
I know I know, I didn't beat the last level. It is beatable, I just got impatient! :P
Okay. 30 levels done for ABE. Now I just need to test them all, troubleshoot, polish, then create my marketing materials and trailer. Then it's on to finishing up Death Meadows!
I'm really excite about my "world select" UI. I'll post a video tomorrow.
So I'm doing testing on each of ABE's levels and hit a bit of a snag.
I've used @tshirtbooths orbiting tutorial for obstacles in the game, my problem is when I pause or switch forms I can get the orbiting object to freeze, but when I unpause it changes it's position in orbit, as if it never stopped moving. I'm sure this has to do with the 'self.time' attribute since I'm not using a real pause. Does anyone have an idea as to get around this issue?
I am guessing that TSB and just about everyone else uses self.time as a quick counting device. Its there, and easy to use, and always counts up.
But you can make your own 'counter' and replace self.time with it. Then you can pause your custom 'counter' when the other stuff gets paused. (You can even make things go backwards by counting down. Something that self.time can't do.)
Okay, so I decided to add an additional 15 levels. I'm 7 away from being finished. I've added lasers that turn on and off, and lasers that follow you around, forcing you to find cover throughout the stage. I'm also added bumpers and can propel you through an obstacle or into a hazard. So far it's getting pretty fun. Tons of variety and difficulty mixed between levels.
After release I'm planning on adding bombs and retractable spikes. The levels are going to get ridiculous. I'm also considering adding a "Lab Assistants" area where players can submit there sketches or drawing of levels then upload them for me to include in the game along with credit to them on the stage. There's just so much variety available in level design I know I won't be able to design to it's full potential.
What do you all think about the "Lab Assistants"? If you like it I can include it in the release and you can all design a level if you like. We'll call it crowd sourcing, definitely not free labor!
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Awesome man! I don't know how I keep missing the thread updates!
I'm really liking the idea of user generated levels. I just wish it could be done in game and uploaded, but the limitations of GS make impossible. Also, having the users submit their idea to a website that allows other users to vote on levels provides much needed quality control that many crowd sourced efforts lack.
I actually found a rage maker script that I can modify to use game graphics instead of rage faces, for drag and drop!
All 45 levels done. Ran into a couple issues that I'm fixing now. Should have a video trailer done by Friday!
Also just noticed my GS project file is only 13 MB and when I test in the viewer it says it's only 7MB. I thought it would be larger than both those numbers. Not complaining! :P
Well, hit a wall. Can't get the new publishing system to work. Tried every resolution on the forum and nothing. Why did GS get rid of the old system again? I rather miss how easy it was, I really really do. Maybe ABE will be out in another month or two. Not very optimistic about it. I just don't have time to figure out this thing that should work, but doesn't. Sigh.
The only profile that shows up is iOS Team Provisioning Profile...
Yeah. I'm just going to wipe every thing related to publishing and set it all up from scratch. I really hope it works. It's going to be time consuming. This new publishing set up is like defusing a bomb; one arrant click and your release timeline is utterly destroyed.
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A word of advice however, I would have kept this hush-hush until I was ready to release.
You have a fairly original concept here, a game type that certainly has yet to become saturated in the mobile game space, so get this to market ASAP!
@CreeperWare I'm actually working really fast getting the levels together and the few bugs worked out so I can do just that. I want to have it ready in the next 2weeks. Prolly a free game at launch then think about bumping the price when I can get more levels in.
As of now I'm up to 23 levels and plan to release after I hit 30.
Each "Lab" has 15 stages. For "Lab 2" I've introduced graviton beams that change the game's physics. Later "Labs" will include angled flooring, spring boards, fans, and lasers!
I'm also thinking about releasing for free on iOS then, once I build more levels, converting to Android and Nook for $.99.
What do you all think?
Dan
@carlblanchet thanks. With the limited levels I didn't feel right charging for it. Also, my target market will probably be a younger group so free plays better!
Here's a video of the most recent additions. Ijust have 6 more to build (already designed), then add a 'world select' scene, then a couple days of bug testing, and off to apple!
I know I know, I didn't beat the last level. It is beatable, I just got impatient! :P
I'm really excite about my "world select" UI. I'll post a video tomorrow.
I've used @tshirtbooths orbiting tutorial for obstacles in the game, my problem is when I pause or switch forms I can get the orbiting object to freeze, but when I unpause it changes it's position in orbit, as if it never stopped moving. I'm sure this has to do with the 'self.time' attribute since I'm not using a real pause. Does anyone have an idea as to get around this issue?
Help would be greatly appreciated!
But you can make your own 'counter' and replace self.time with it. Then you can pause your custom 'counter' when the other stuff gets paused. (You can even make things go backwards by counting down. Something that self.time can't do.)
This really is a great game idea. I look forward to playing ABE when it is released.
After release I'm planning on adding bombs and retractable spikes. The levels are going to get ridiculous. I'm also considering adding a "Lab Assistants" area where players can submit there sketches or drawing of levels then upload them for me to include in the game along with credit to them on the stage. There's just so much variety available in level design I know I won't be able to design to it's full potential.
What do you all think about the "Lab Assistants"? If you like it I can include it in the release and you can all design a level if you like. We'll call it crowd sourcing, definitely not free labor!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
I actually found a rage maker script that I can modify to use game graphics instead of rage faces, for drag and drop!
Also just noticed my GS project file is only 13 MB and when I test in the viewer it says it's only 7MB. I thought it would be larger than both those numbers. Not complaining! :P
The only profile that shows up is iOS Team Provisioning Profile...