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Topics - Northfield82

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31
iPhone / iPad / Android / Quasi's Quest (Now FREE on Android!)
« on: September 06, 2015, 12:54:16 pm »
Hey Everyone!

So a couple of months ago I released Quasi's Quest as a paid app (79p / $0.99) but after a couple of months of only a small amount of downloads we decided the paid model for the game was wrong. 

People who played the game really enjoyed it and gave it a big thumbs up, however our problem has been getting people to part with money before actually playing it.

So with that in mind, I've re-released it as a free to play app (or demo), which allows play up to level 4 before asking the player if they would like to pay to unlock the full game. (Levels 4, 5, 6, 7+)

I hope you enjoy it! 

Cheers
https://play.google.com/store/apps/details?id=com.onemoreround.qqfinal

P.S

Free iOS version coming soon

32
I need to check in-game whether or not a purchase has been made on both iOS and Android.

I've not worked with in-game purchases before.

I've noticed the 'player can make purchases block' description says "Returns True if the purchases has been made from iTunes".  So this method won't work for Android?




33
My game has 9 levels.

I want to offer the game for free initially.  Halfway through level 4 I want to have a region where when the player enters it checks to see if an IAP has been made. 

If not the game switches to another scene or message saying, 'Thank you for playing the demo, we hope you enjoyed your experience.  To purchase the full game and unlock the rest of the levels press here'.

The user then pays 79p to unlock the rest of the game using an IAP. 

The next time the user plays the game (even if he starts a new game and all global attributes are reset) that region is either destroyed or the player can pass straight through as he has made the purchase.

Is that simple enough to do?

Thanks

34
Ask a Question / General consensus on Ads - AdMob?
« on: September 02, 2015, 02:42:04 pm »
Hi,

I'm considering re-releasing Quasi's Quest as a free game with Ads as with it being a paid app it hasn't seen many downloads.

What's the general consensus on the best / easiest way to go about this considering the game is already finished and I just need to 'slip this in'.

Is AdMob the best way or is there a better alternative?

Thanks

Rich

35
Ask a Question / A few tips for marketing your game
« on: July 21, 2015, 02:18:15 pm »
Hi Everyone,

I've just written an article for a friend on how I've gone about marketing my game (with some success).  Anyway, he said he found it very useful & commented that other dev's would also find it useful too so I've posted it up on my website.  Please feel free to have a read, hopefully it may help someone else too :)

http://quasisquest.uk/?p=180

36
iPhone / iPad / Android / Quasi's Quest - Released today on iOS
« on: July 16, 2015, 02:01:53 am »
Hi Everyone,

Just wanted to let you know that Quasi's Quest is now available on iOS!  (released today :) )

Here the synopsis:

It’s a top down shooter, it’s a racer, it’s a run and jump platformer, it just might be one of the most enjoyable games you'll play!

With wonderfully bright and colourful graphics and superb gameplay,  join Quasi as you run, jump, swing, dodge, and shoot your way through 7 levels of different styles of gameplay.

Quasi’s sweetheart, Princess Gabrielle, has been captured and taken prisoner by the evil troll who has taken over the land. It’s down to Quasi to save the day and rescue her and the rest of the villagers from the clutches of the villainous ruler and his minions.

Can you Escape the village, ride through the forest, navigate the moat, scale the castle walls, defeat what lurks in the bell tower, and work your way through the castle, through the dungeons and get to Princess Gabrielle before it’s too late?

An entire Kingdom is counting on it!

  • Quasi's Quest is a game that challenges you and delivers a sense of achievement!
  • It's a game with so much variety it will keep you entertained for hours!
  • And a game that is real fun and will make you laugh out loud!

How long will it take you to complete Quasi's Quest? Compete with friends and share your best times on Facebook!

https://itunes.apple.com/us/app/quasis-quest/id1017018726?ls=1&mt=8

Thanks

Rich

37
I've in the middle of compiling Quasi's Quest for iOS and I seems to have issues surrounding my sounds.

For instance it will play a sound once, for example for when the character jumps but then after that it never plays the sound again.

I must have this same problem for 15 different things.  Yet on Android all the sounds work perfectly.

Any ideas?

38
I've just tried building for iOS having set the App Store certificate up but the build failed and came up with following error:

"CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 8.4'
 Code Sign error: No code signing identities founc: No valid signing identities (i.e certificate and private key pair) matching the team IS,  Au(null, Au were found)

I set the App Store certificate up and it all seemed to go straight forward, but I didn't set the Ad Hoc as I don't have an iPhone.

I have read "Failing to install BOTH the Development AND Distribution certificates." in the instructions as a cause for failing but was hoping because I'm only posting to App Store and not looking to share otherwise I may not need it....

Guess I'm wrong??

Thanks

39
Ask a Question / Building for iOS- what scale mode to use?
« on: July 06, 2015, 06:32:44 am »
Hello,

I'm in the middle of building for iOS having previously built my game for Android. 

For Android I used letterbox mode, but I've learned that I can't do this for iOS.  I'll probably end up going with the recommended setting 'scale to fit - (fullscreen)' but does this mean that on some screens I'm going to have dead space and the app won't look centered?

It's designed on a 480x320 basis.

I don't have an iPhone to test on so just using the iOS simulator

Just looking for some thought and opinions really

Thanks 

40
Ask a Question / Typical - game broken hours before release!
« on: July 02, 2015, 06:33:11 am »
Hi

I am literally 2 hours away from releasing my game and I've been hit with an error when compiling that I've not seen before:


2015-07-02 14:15:36,942 DEBUG [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat]  - Copying file: Assets/data/torche.png -> Export/android/bin//assets/assets/data/torche.png
2015-07-02 14:15:37,332 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] libpng error: PNG unsigned integer out of range
2015-07-02 14:15:37,395 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from ? line 1
2015-07-02 14:15:37,395 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from CommandLineTools.hx line 1330
2015-07-02 14:15:37,395 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from CommandLineTools.hx line 25
2015-07-02 14:15:37,395 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from CommandLineTools.hx line 126
2015-07-02 14:15:37,410 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from CommandLineTools.hx line 567
2015-07-02 14:15:37,410 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from project/PlatformTarget.hx line 70
2015-07-02 14:15:37,410 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from platforms/AndroidPlatform.hx line 328
2015-07-02 14:15:37,410 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from helpers/IconHelper.hx line 78
2015-07-02 14:15:37,410 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from helpers/IconHelper.hx line 368
2015-07-02 14:15:37,426 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from helpers/ImageHelper.hx line 136
2015-07-02 14:15:37,426 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from lime/graphics/Image.hx line 571
2015-07-02 14:15:37,426 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from lime/graphics/utils/ImageDataUtil.hx line 512
2015-07-02 14:15:37,426 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Called from lime/graphics/Image.hx line 1013
2015-07-02 14:15:37,426 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] Uncaught exception - Invalid field access : data
2015-07-02 14:15:37,457 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] C:\Users\Rich\AppData\Roaming\Stencyl\stencylworks\games-generated\July1st>haxelib setup "C:\Program Files (x86)\Stencyl\plaf\haxe\lib"
2015-07-02 14:15:37,519 INFO  [Thread-20] stencyl.sw.util.StreamGobbler: [openfl.bat] haxelib repository is now C:\Program Files (x86)\Stencyl\plaf\haxe\lib/
2015-07-02 14:15:37,519 DEBUG [pool-1-thread-2] stencyl.sw.util.Util: Process 'openfl.bat' exited with code: 0
2015-07-02 14:15:37,535 INFO  [pool-1-thread-2] stencyl.sw.io.write.resource.HXWriter: Finished: Running Android.

I've attached the logs, any ideas?

Thanks

41
Ask a Question / Calculating total number of hours / mins / secs
« on: July 02, 2015, 05:04:13 am »
Hi guys!

I have an issue I'm struggling with, in my game I keep a record of how long the player has been playing each level, saved in the current game attributes:

level x seconds
level x mins
level x hours

These are then added up, and displayed as total time played.  I have 7 levels.

The problem I have is converting say 330 seconds into 5 minutes, and keeping hold of the 30 seconds. Also, the same with converting minutes (if over 60) into hours, and keeping hold of the minutes.

The code is below, thanks!

42
I put in my application for an Apple developers license a few days ago and I'm just wondering how long it normally takes to actually come through?  They said they would email me....

Quasi's Quest should be finished within the next couple of days though I still need to build and test it on iPhone before I can release it.

Cheers

43
Bug Archives / Imported Ogg sounds not playing
« on: June 18, 2015, 11:04:22 am »
Whenever I upload an .ogg sound file it doesn't work.  It doesn't fill in the information either like bit rate  like it does when I upload an .mp3 sound. 

However, if I click on edit .ogg in external editor it loads it up in audacity fine. 

Thanks

44
Ask a Question / No block to see if sound has finished playing?
« on: June 18, 2015, 10:11:54 am »
I've just read an old thread from 2011 that talks about a listener block that checks to see if a sound is still playing, or at least playing on a particular channel but I can't seem to find it.

How can I go about checking to see if a sound has stopped playing?  I don't want my 'shoot' soundfx to play every time an arrow is fired, only if an arrow is fired and the sound is not already being played.

Thanks

45
Hey all!

So I've implemented the Simple Sharing extension but I'm having trouble to get it to work 100%.

Instead of running the 'If message succeeded' / 'If message failed' code it just restarts my game.  It very occasionally works, but that seems to be like 1 in 100 at the mo.

Anyone had a similar issue?


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