Gaming Your Way

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A different 480x320

After a week of playing I had to abort "Andrew", my first crack at an iPhone game.

It's no great loss in the grand scheme of things, I hadn't committed to it a 100% and was more a tech test hoping to evolve into a game, and as is the nature of these things, it failed.

Onwards and upwards, with a title screen grab of the current WIP, which has got what I think is the worst name I've ever come up with for a game.


It's my usual "Put a lot of glows on things so people don't spot I can't actually do art" look and feel. The transparent balls are moving around in 3D with a depth of field effect ( An overly grand way of saying blur ).

You'll notice the 3 little breadcrumbs at the bottom center, this is because it uses the usual iPhone finger slide ( Is that the term ? ) to scroll through the 3 pages of the title screen. It's actually done using the old school favourite startDrag(), which is pretty nasty in Flash, but works lovely on the iPod.

That's it for now, I'm not sure what I can and can't say under the NDA, so I don't know if I'll be able to touch on performance ( Much better than I thought, it's very impressive and they're still working on it ) or other API related things ( Other sites may be running more in-depth details about CS5, but lets be honest, I must piss more than enough people off already without adding Adobe to the list ).


Comments (2) -

  • Tom

    1/16/2010 1:15:37 PM |

    Hey Squize,

    How come you had to abandon it? Can you go into more detail? Do you see CS5 releasing a thousand flash games onto the iphone?

  • Squize

    1/17/2010 7:27:10 PM |

    Hey mate,

    The first test was just that, I wanted to see if I could get Box2DAS running on the iPhone, but didn't have any joy. I've logged a bug so hopefully that will be fixed by V1. There was no game to write off as such, and with hindsight it's possibly done me a favour as Zap is a lot less ambitious which is more sensible as I go through the whole appStore process for the first time.

    "Do you see CS5 releasing a thousand flash games onto the iphone?"

    No not really, at least not in the short term. The vast majority of Flash games, even now, are still absolute shit. Reskinned tutorials and just the most basic crap imaginable.
    To get on the appStore firstly you have to register with Apple for $100. That one step alone will stop the vast majority of script kiddies who just grab Flash via a torrent ( I've already read about people bitching about it, with suggestions to use a friends developers profile ).
    Then there's the hardware, you need an iPod/Phone, so if you've not got one already there's another investment there ( I've had to buy a touch just for doing this ).
    Finally you're looking at having to use as3 and "lower level" methods, such as blitting, to get the required performance. I'm not sure of the stats, but isn't it something like a third of all Flash game developers are still not using as3 ? And out of those who do how many still aren't aware of getting the most performance out of things ?

    I think we'll see a slew of poorly ported adver-games, which look very pretty but play like crap ( Nothing too much different there then ) with some average indie games with the odd gem as people figure out how best to handle the input on the device.

    It will pick up over time, esp. as it opens development to Windows users, but I think we've got a good 6 months after launch before the numbers start getting silly, and even then nothing to match what gets submitted to NG every day.

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