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Messages - suitcasenuke

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Journals / It's a Space Thing
« on: May 24, 2016, 09:47:52 am »

Greetings! I'm in the middle of developing the iOS/Android arcade shooter It's a Space Thing. It's an endless high score chaser, with boss battles after every 10 victories against the normal enemy. Also, I'm building a Boss Mode where you can replay the battles after beating them in the regular game. Double also, there will be local, same device multiplayer.

It's mostly using the Pico-8 palette, but I'm cheating hard using fades and such every once in a while.

Release date: Who the heck knows? Probably some time this summer. I'll post more progress as I go.

See below for some tweeted vids using the sweet ReplayKit extension:

Basic Game Play

Bosses so far (building 2 more)



Speaking from my own experience, despite the media attention FlipChamps received, it was light on content upon its initial release. This most likely contributed to it not gaining Apple's favour. So, I'll make a better game next time. The cheese ball 'if at first you don't succeed…' adage rings true here.

Also, don't release in December.

As thechaosengine and colburt187 have mentioned, being open on social media and reaching out to the media can only help you gain Apple's attention. But it's of course not a sure thing. It's a wise thing to do anyway as a means to expose your work to the industry. The alternatives are doing nothing or paying for reviews, which will get you nowhere.

Any ideas? I've been able to build old games in the newest build, so there's something fishy going on when I try to compile my current project. As I said, I can get it to build once I remove the actor collision shape blocks (which are now different), but the game crashes on startup on iOS. Thanks!

Extensions / Re: [iOS] ReplayKit for iOS9 or above (0.0.2)
« on: April 08, 2016, 12:57:19 pm »
Works! Thanks.

Extensions / Re: [iOS] ReplayKit for iOS9 or above (0.0.1)
« on: April 08, 2016, 10:14:58 am »
This is a fantastic extension! I works perfectly. One thing though, it seems to crash the app on start up when using a device that uses iOS7. I've got the replaykit available bool on all the buttons that need it as well. Any ideas?

It's the latest private build available to customers.,13789.0.html

I recently updated to 9099 from 9003, I'm getting the attached error when trying to build to iOS (I've also attached full logs). I deleted the collision blocks, and was able to build successfully, but the game crashes upon startup. Any help would be appreciated. Is there something else I may have missed?


Well, I didn't win, but I certainly had fun at the event! Here's a blurry photo.

iPhone / iPad / Android / Re: FlipChamps - coming Dec 3 to iOS & Android
« on: February 17, 2016, 08:19:46 am »
Thanks all for the votes! The People's Choice Award is where the game gets lumped together with masterpieces like Downwell or Prune, so all votes are appreciated!  :D

The jury still selects a winner for each category. They sent me some marketing material this morning as well. Pretty rad:

Nominees are invited to attend the awards in San Fransisco on March 11th. My wife and I are seriously considering it. Why not?

iPhone / iPad / Android / Re: FlipChamps - coming Dec 3 to iOS & Android
« on: February 16, 2016, 04:12:15 am »
FlipChamps has been nominated for an IMGA for best multiplayer game! Give it a vote in People's Choice if you're a member.

Build to my phone through Xcode worked! I should mention that the Base SDK used in Xcode needs to match the iOS version on your phone as well - in my case 9.2.

Hmm, I don't seem to have any '/' in the search paths, see attached. Really stumped.

I'm now getting this error in Xcode. Any idea what that is and how to solve it?

Awesome, thanks!

Hey Robin, the extension works like a charm when building directly to my phone, but I get this error when I send the ipa through Application Loader. Thoughts?

I've followed both yours and Batch's instructions regarding new profiles and certificates and such.

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