Felinia's World
From the mind of the famous comics designers Sketch & Breakfast comes out the mobile video game of Felinia and Ribosio and their incredible food world, where they cook a special pizza that get alive and kidnap Ribosio. Help Felinia to rescue Ribosio from the Queen of pizzas before she cooks him.
Felinia and Ribosio are cooking a special pizza that gets alive and became the queen of pizzas, she kidnap Ribosio to cook it well into a Kebab oven, but Felinia with her nine lives will cross five amazing worlds rich of food to rescue him and bring it back home. She will battle with food enemies in this crazy world using her cats as only weapon to crush troops of food enemy and special tools that give her super powers like super jump or turbo run.
Play 5 incredible worlds with rich detailed graphics environment and arcade gameplay engine, mind breaking puzzles, course tracking, strategy levels, great theme music, amazing battle, spectacular food design and rich detailed cartoon graphics, where Felinia will pass all the crazy traps and tricks, collecting score coins to unlock the final Kitchen level to rescue her friend.
• Interactive touch control for tool, run, jump, cat shoot, super jump, turbo run super speed and super vision with the magic eye view gadget
• 5 Levels each with unique game design and original graphics with food theme, Food Land forest, Sea Food water river, Dark Roast creek, Sweet Fantasy farm and the Hell Kitchen to the final battle.
• 25 Scenes for each level with progressive difficulty, strategy and puzzling, great dynamic gameplay challenge and realistic gravity physics
• Use springs to jump across rivers, holes, pools, poles, puddles, caramel, houses, cracks, boats, trees, barrels, rocks, ice cream, sweets, salad, spoons, soups, candies, cliffs and automatic springs to jump across scenes
• Extremely funny battles with cat against living food
• Use chocolate to boost performance and cats to fight sausages, parmesan and several pizza enemies
• Complex game sequences for a mind breaking strategy to unleash your creative gameplay genius
• Funny dance sequences upon completion of each world with Felinia dancing with cats
• Collect coins to access the kitchen, fight the queen and rescue Ribosio
• Use the magic well to collect infinite coins
Youtube:
Itunes App store:
https://itunes.apple.com/app/felinias-world-free/id917369841
Google Play:
https://play.google.com/store/apps/details?id=com.tecworks.feliniasworldfree
Comments
Looks really nice!
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@Braydon_SFX Many thanks.
@jined how can you add video preview to iTune Connect?
looks cool!! I like the art good luck with the downloads
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@Skyrocket_Entertainment First of all you have to get somewhere the Beta of Macos Yosemite, i registered to the Yosemite beta developer program on Apple Dev portal. Then you have to manipulate the video a little bit. First of all, is better to start with a full-hd source 1920x1080, so you will have less problems uploading or scaling, then you must have both h264 and .mov encapsulation to have the video recognized by Itunes portal. For doing that i used the PRO edition of Quicktime (in the guide they say to use the supplied version, but i had somewhat problems and find very limited options into...instead the PRO, had many editing features)... another chance is to use Final Cut X custom options, but i didn't choose that way.
To anyone reading this the pro version of QuickTime is quicktime 7, not the new QuickTime. I would buy Apple compressor. It handles anything rather than buying QuickTime Pro.
BTW: the game looks stunning!
One thing. I would really use custom fonts for the dashboard aka HUD stuff it's bringing down the great look of your game.
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@The_Gamesalad_Guru I really did my best to implement custom fonts, but there is no other way than using an actor for every digit, and this will kill down performances, this game is already huge, has an incredible variety of characters and scenarios and pushed the Gamesalad performances to the limits... any trial i made to use custom fonts, lowered the performance under the limit i didnt want to cross.. so all i could do was to make some shadows on the characters and made them as small as possible (this is not seen in the video, that was shoot during beta developing). But any suggestion to made a custom font that does not include using an actor for every digit, is greatly appreciated!
Curious.
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As many users suggested, i redisegned the counters font... can someone help me choose Yellow or White color for the font?
@KillerPenguinStudios
Hmm, that's really strange that a relatively small amount of actors with a custom font noticeably brings down the performance. What devices are you testing on?
It definitely looks much better with the custom fonts.
You said what I was thinking but I didn't want to get into it. Which is what curious meant. Instruments would give the real story. I was going to download his app and look at it through instruments.
BTW: I vote for yellow. Seems to standout more and easier to read.
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Yellow. Maybe a little bit lighter.
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I'd go yellow as well.
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Yes, agreed on the yellow. The white is too bright and almost like a slap on the rest of the graphics.
hey @jined,
I would probably go with yellow. Also, from the images the characters head in the top right hand corner looks to be squashed.
I like yellow better as well.
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thank you to all.. i will go with yellow a little brighter then!
@The_Gamesalad_Guru the problem was not adding a bunch of actors..the problem is that every actor into a scene has already an huge amount of attributes to interact each other and that the game has 100 scene, each with a totally different gameplay sequence... so you must believe me when i tell that sometime when i edit and open a scene, my mac takes till 30 seconds to show the editor... and was quite a pain adding a custom font. Well actually im not noticing a strong performance drop after all...just some more lags... but still playable on cheap phones.
Trying to make something function on say and iPhone 4s is kinda pointless. If you follow Apple's device adoption and iOS adoption rates you'll see the extra effort doesn't have a value on return. apple has huge adoption rates. I never worry about device more than three generations behind on any platform. Now if we're talking android, that's a whole different can of worms. I've build some very large code based games and apps. The key there is really learning to optimize your code. As I always say, just because something works doesn't make it the best or most efficient way of doing things. The best way to analyze your game is to plug it into Xcode Instuments. Frame rate is the key indicator of lag. With instruments you can see the performance of the app in it's native environment and see exactly where your lag happens and tie that to some particular code block.
There are times I'll rewrite my code for something ten times before I find the most efficient method of logic. What is the norm I notice is that people watch a video and add that code, then watch another and add that code and read something an add that code. That's not the best method for build lean logic. You really have to see your logic trees in a big picture and see where limbs can be combined and optimized. I usually do this on paper.
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Okay so I ran your app and played it for a bit recording the results to Xcode instruments using an iPad Air.
This is your memory footprint only 105mb! That's not even close to an over use, infact newer devices have a limit around 300+MB and older devices had a limit of 180mb.
Above is your frame rate and it's really solid no lag at all. always above 58 which is stellar. frame rates or as they are know scan rates are a key indicator of lag. I noticed no lag on the first couple levels I played.
You'll never get perfect build trying to support what I consider outdated devices. Why bring your app experience down to sacrifice for something that won't prove a good return. people with old devices tend not to have money to spend which is why they have old devices. so why risk turning off the people who do have the money to spend. Get my point?
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@The_Gamesalad_Guru Well.. the point infact is that we want our game to run into very small Android devices, because many of the fan of the two comic designers that gave the graphics and the license for their comic characters, are girls and have small Android devices, so we didnt want to disappont them.. that's why instead optimizing the code to the maximum, i did much more or graphic optimization work, till reducing memory use around 100mb, and having a decent frame rate even in phones like Galaxy S advance... with around 128mb available. A decent compromise.. just i left the font stuff as per the very last part
And finally today we managed to release a new Gameplay trailer with all the new graphic stuff:
@jined -- in that case you can split it into two. A more advanced version for iOS and a slightly pared-down version for Android.
Agree I always do two versions.
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If you want to use leaderboards, it is necessary, as well. Amazon stupidly doesn't take .'s in Leaderboard names...