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MintPaw
Hiya, I'm a flash programmer. :3

Jeru Sanders @MintPaw

Age 30, Male

Programmer

NM

Joined on 6/11/06

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Flippin' out to market!

Posted by MintPaw - July 17th, 2013


Flippin's my first mobile game, and my first complete game using Starling, I learned that mobile devices are slow as all hell, if you try to use four hitTests every frame you'd better expect 20fps on the iPhone 4. You even have to cache width and height values because requesting them too often causes lag.

But in the end I got it to run at a constant 60fps on the iPhone 4, which is by far the weakest viable smartphone currently used. -_-

Here's some screen shots:
Menu
Menu 2
Gameplay

Basically you just flip gravity and the goal is to touch all the square, thus turning them blue, you can also collect gems for access to bonus levels. It's a pretty hard game, similar to Slime (but not nearly that hard). But a simple concept.

The game's on the market now on FGL.com, I'll post it here when it's sold.

Started on a new game a few days ago with the working title "Neptune's Package" I'm using a fancy new lighting engine in Starling (arrows to move and space to drop one of your three flares).

It's going to be a fast paced arcade dual-stick shooter, in the vain of the older Gauntlet game's if you've played them. Here's the editor I'm currently making that's for dev's only. It's hard to understand and use, hence it being only for me and the people involved in making the game.

I've done so little of the game I can only show you the art. :/

I like the build the editor first in my games, I've been thinking about it more and more lately, a lot of the problems I have with games is under-thinking certain issues, and making the game much too complex. If I build the editor first and resolve to not touch it after it's done then I can be 100% sure how the game works, and I'll of already had a lot of time to go over the mechanics in my head for possible future issues. This way we don't decide some new item, enemy, or mechanic it the game at the last second and end up with a sloppy mess.

Although this game is already a bit of a mess, I already shutter when looking at the list of current object identifiers. So many items, so little time.

Well, I'll keep you updated, I'm going to try to make one of these posts once every few days, let me know if you're reading them!

~MintPaw
(Artist mentioned: MrRandomist)


Comments

Glad to hear you've come at this product intelligently, and made sure it would run like the clappers on any device, best of luck!!

\m/

V sexy V