Thanks! I'm using Apple's SpriteKit because I started with it in trying to make my first game (developed other iOS apps before though).
After a while had to disable physics because fps was getting too slow when many blocks were in contact, so implemented it without the physics but still used Sprite Kit to other functionality.
I see a bug where pieces don't always clear correctly. The play continues correctly, but it appears that a piece is there when it shouldn't be, and the next piece on that column just covers it up.
I think it has a lot of promise. I understand the need for ads but I think you should offer a pay-out of a dollar or two for those who hate ads enough. I also think the blocks base movement should be a little faster, it would speed up gameplay a bit.
Thanks for the kind words. I understand your concerns. My main goal in the pieces movement was each one to have its own speed, you know to give them a bit more individual personality as well, and I've had some complaints from beta testers that the 4 piece was too fast! Of course I loved that :)
But yeah, I get that a few pieces might be too slow, I'm going to test a few different speeds and see how it pans out.
I understand that happened but could be happening to a very small percentage of people that download it, and by giving it a 1 star review immediately, it may take people away from it.
That being said, of course I would probably be pissed myself if I wanted to try an app and then it crashed as I started it.
If they are reporting a bug in the app one way to prevent this is a help/about that has an e-mail address (or some other contact type--but e-mail is best) and also in your description note that they can e-mail you directly for any changes/suggestions/help -- this generally prevents 1's for bugs-- and you can deal with the "disgruntled" 1'r and calm them down and give them a fix.
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[ 2.5 ms ] story [ 75.7 ms ] threadDabbling with #gamedev myself, I have a couple of questions if you don't mind.
What framework/engine did you use?
What's the font on the menu? (I like it a lot)
If you have time, I'd love to read a post-mortem.
After a while had to disable physics because fps was getting too slow when many blocks were in contact, so implemented it without the physics but still used Sprite Kit to other functionality.
The font is Amatic-SC from Google Fonts.
Maybe I'll write a post-mortem :)
But it's pretty cool, particularly for physics based games, makes things a lot easier.
Of course one downside of using that is if you want to port it for Android.
But yeah, I get that a few pieces might be too slow, I'm going to test a few different speeds and see how it pans out.
For those interested in the design process (both conceptually and visually, here's a graphic I made with some of the phases:
http://riquardo.com/dropu_evolution_small.jpg
That being said, of course I would probably be pissed myself if I wanted to try an app and then it crashed as I started it.
Ads are annoying, I will gladly pay you 0.99 to remove them. :)
Very fun, but movement feels a little too slow. Also, I get the same number repeatedly a little too often.
Hitting the pause button is a game in its own right. Maybe make that a little more pronounced, easier to tap?