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Topics - expleo

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DragonFireSDK Spotlight / lich tower of doom, hopfully soon in appstore :)
« on: February 04, 2014, 12:15:42 am »
sent final build last night, so we can also use as a check to see how long it takes before submitted, reviewed and hopfully approved. my game is a kind of rougelike, I have spent hundreds if not thousand hours building and testing.

game has 1700 graphical elements, 200 frames of player animation, 500 frames of enemy animations, custom commisioned soundtrack and hand drawn art.

wish me luck, this one actualy cost a bit of money to develop, not counting  the time I spent myself.

webpage at http://www.lichtowerofdoom.com

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Game Programming / Adding IAP
« on: February 14, 2013, 04:53:25 am »
Hi all. Anyone have any experience with adding  IAP ?

What Im thinking is have a few objects for sale, once bought they are always there. But how to keep track of what is bough ?

Do I, after a sucessfull callback, save a state to file ? Wont this be vary easy to hack ? The idea is that user can buy the item, and for this (and all future games) will have this item to make it a bit easier to win.

Any thoughts welcome, particulary for those who have done something similar.

3
DragonFireSDK Spotlight / Shadow Patterns - repeat pattern RPG
« on: February 13, 2013, 02:17:48 am »
well, version 1 is now out at

http://itunes.apple.com/app/shadow-steps/id577407933?l=nb&mt=8

Huge kudos to Tim who helped getting the game center testing up and running :)

Gameplay is not the most advanced, but the art is a killer if you ask me.



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Game Programming / haha, overkilling an idea ?
« on: January 29, 2013, 08:04:42 am »
Anyone started just with a silly idea, then suddenly realised that the time and resources spent on it probably exeeds any ROI with miles ?

Well, me and my trusted illustrator just started drrodling with a 'simon' game, you know, where you repeat the pattern shown, and mixed it with some rpg elements.

and suddenly we have a game with traveling, cave exploration, trap disasemblement, monster fighting and even boss fights, various stats and loot to be found.

Well, we had to say enough, so its just about wrapping up and send off to the store rather soon. Was fun :D Anyway, some near-complete before launch screenshots












5
How Do I...? / Copying text drom one variable to another
« on: November 22, 2012, 06:45:45 am »
Hi, I want to have a dynamic log, where the content of last line is 'pushed down'. I try to use sprintf to get the content of previous statement, but application crashes when it comes to the sprintf statement below.

I tried a 'char' copy, with sprintf(tempText,"%50c",combatText[0]);, but it only printed blanks, not the text currently held in combattext[0].

char tempText[100];
int combatText[7];
TextSetText(combatText[0],"Begin");
sprintf(tempText,"%s",combatText[0]);
TextSetText(combatText[1],tempText);
TextSetText(combatText[0],"--Blablah next line ");


So, am I thinking completly wrong, anyone have a simple solution ?

6
How Do I...? / Issue with multiple fonts ?
« on: September 07, 2012, 01:12:19 am »
Hi, I simply dont understand this. Following code generates an error when running debugger (fontNativeGetFont font does not exist):


FontMedium = FontAdd("fontregular");
monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);

fontQuest=FontAdd("Arial","Bold",20,0x000000);
missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

If i run:

//FontMedium = FontAdd("fontregular");
//monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);
fontQuest=FontAdd("Arial","Bold",20,0x000000);
missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

all is good (exept I only get the one text)

also if I run

FontMedium = FontAdd("fontregular");
monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);
//fontQuest=FontAdd("Arial","Bold",20,0x000000);
//missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

works ok.

FontMedium=FontAdd("Arial","Bold",20,0x000000);
monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);
fontQuest=FontAdd("Arial","Bold",20,0x000000);
missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

its also good, so I guess it is something with the bitmap font. Does the usage of bitmapped font and regular font in same app cause issues ? Is there something in the fontset I have created that is incomplete, causing some weird effects ? Anyone have any idea or workaround, suggestion or other ?




7
DragonFireSDK Spotlight / Just to get some more postings
« on: September 06, 2012, 02:21:08 pm »
While we are workin on a larger, a bit more ambitious game, I realised I never actualy tested the entire process of having a game out and listed. So I created a small game for fun, 'battle tic tac heroes'.

It is tic tac toe, but player can also try to conquere one of the spots already taken by opponent. Random hero dish it out graphics to sprite it all up to a nifty tune.

http://itunes.apple.com/no/app/battle-tic-tac-hero/id556307723?l=nb&mt=8

I might even dig up some promo codes if anyones interested. Not a great masterpiece in gaming world, its a matter of prinsiple not 'selling' a game for free :)

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