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Showing posts with label iOS. Show all posts
Showing posts with label iOS. Show all posts

Monday, 31 October 2016

Element TD free is out!

I didn't notice that it's been 4 months since I last posted something. So if you have been reading these regularly, no I haven't fallen off the face of the earth. I've been working very hard on MechCorp but I will take about it in another post. For this post, as the title suggested, ElementTD free version is out! Apparently we have a video:


The free version is similar to the full version in term of content. But there are features that are locked behind pay wall. But you can still play the full game in it's standard mode anyway. I apologize in advance for the ads but I'm sure you understand the team has to monetize this, somehow.

Anyway following are the links, please download and rate! Your support is much appreciated!


Now more screenshots to get you intrigued.




Saturday, 18 June 2016

Now released: Element TD!!


I never talk about this publicly but I've been working on this for quite some time. In case you don't know, Element Tower-Defense is one of the custom mod originated from Warcraft-III. It was very popular during the warcraft days and it still is, having being ported to Starcraft-II and Dota-II.

I've been contacted by the game creator some time ago to work on the mobile version on a collaboration basis. Obviously the game only existed as 3rd party mod for other game prior to this, so the prior team have very little experience making a full fledged stand alone game with other engine. And this is where I came in. For a long time I was the sole Unity developer/coder on the small team, which consists of two coder (one came in at a later stage of the project), an artists, two designers/testers. Since we can't use anything in previous version we have to build everything from scratch.

A glimpse of the towers

The development process is very challenging to say the least, we are trying to port a game that is originally designed to be played on medium/high-end pc to mobile device. To put things into perspective, the game has 30+ unique tower with unique abilities (some are beyond wacky and have crazy visual). Player could potentially build 50+ towers on the map. Not to mention the packs of fast moving creeps. It's a monumental task alone to make sure the game run smoothly on mobile device, let alone taking consideration of control scheme and UI. Which need to accommodate game usability and all its intricate mechanic. Needless to say, I've personally put a hell lot of effort into this, despite it being a part-time project.

Anyway, it's done. Personally, I think there are still some rough edges and certain lots of room to improve. The team do plan to keep working on this. Adding more polishes, more features and contents, etc. It will be interesting to see where will this takes us.

If you are interested, it's on google play store right now and coming to other platform soon. Feel free to give it a go - https://play.google.com/store/apps/details?id=com.SongGameDev.EleTD       :)

Edit: iOS version is out - https://itunes.apple.com/us/app/element-td/id1130157487?mt=8


You might recognize this. It's the map layout from the original warcraft mod

This is a new map layout though


Saturday, 21 September 2013

Age of Throne (A release based on TDTK)


I'm pleased to announce that a new release based on TDTK is now out for both iOS and Android. It looks pretty good, although I've yet to play it. I'm totally convinced by the trailer! 

I have to say quite a lot of alternation has been done to toolkit to accommodate the game design. I've been provide support to the developer to alter some aspect of the toolkit to fit the game design. And of course, a lot of additional work has been done on top of the base frame-work. The end result looks quite different from the 3D demo I have.

Still, quite proud to be part of it!

iOS download link:
https://itunes.apple.com/us/app/id659900859?mt=8

Android download link:
https://play.google.com/store/apps/details?id=com.nexrage.ageofthrones





Wednesday, 7 November 2012

InputTouches v1.1.3 now live!

It's about damn time. Version 1.1.3 is finally live on AssetStore. After almost 3 weeks I first submitted it. Turns out there's some faulty submission of some sort that the earlier submissions were overlooked.

Anyhow, it's now live and hence this post. The details of the updates are as follow:
  • Added JS counterpart to all the C# examples
  • Added isFlick variable to DragInfo, indicate if it's a (very) short drag
  • Pinch Event now pass PinchInfo which include the magnitude of the pinch as well as the finger's position.
  • Pinch Event now pass RotateInfo which include the magnitude of the rotation as well as the finger's position.

You can get it on AssetStore. For more information, please visit the official support thread.

Monday, 22 October 2012

Presentando Pie con Bola

Finally got the green light I needed to showcase this. And I proudly present my latest work in mobile game, courtesy of a contract, "Pie con Bola". Whatever that means in English. It's a mini game aimed to raised awareness in recycling.


It's originated from an iOS game FingerKick. It's a score/time attack game where player needs to flick the kicker to kick the ball pass the goalie into the goal. It's very simple but all the factor like the interaction mechanic between the kicker and the ball, and the wind factor(which will bend the ball) and the random position of the ball, and the movement of the goalie make it quite a fun little game. There's some skill in it that you will need to kick the ball in certain tilted angle to actually make it goes where you want.

The actually game I work on is a recycle version. It's slightly more complicated in the sense that there are two goals (in the form of recycle bin) and the player will to get the ball (which imitate recyclable item) into the correct bin. Since the original game was not written in Unity3D, I was tasked to reinvent the wheel, as well as doing the "upgrade" in Unity3D.


Also worth mentioning is, the new game has a team selection and along with it, online leader board based on the team. Unfortunately the team are fictional as opposed to the originally planned, real club team.

Anyway, "Pie con Bola", available on both AppStore and GooglePlay!



Tuesday, 24 July 2012

Input.Touches v1.1.2

Just a quick note that Input.Touches has got a new update and is now live on Unity AssetStore. In fact, 2 days ago. And yes, this is a very very late post. So here's the update note:


General Change: 
  • documentation overhaul.
Bug Fixes:
  • releasing finger on mobile device no longer triggered a spike in onDraggingE and onDraggingEnd
  • pre-made gesture prefab is no longer missing BasicDetector.cs


So yes, nothing major to be honest, except on the documentation. Thanks to DannyB who did the proof-reading and the formatting template from Lance, the documentation is now indeed up to a professional standard, or so I hope. I really appreciate the help as I couldn't have possibly done it on my own. I'm absolutely hopeless when it comes to matter like this.

Also I like to thank all the support which contribute to the relative success of the package. And thanks for all those who have put in kind review for the package.

Saturday, 7 July 2012

InputTouches v1.1.1 released

Just a quick annoucement that update version1.1.1 is now live on AssetStore. The changes in the new update are as followed:
  • fix bug where onSwipeStartE, onSwipingE and onSwipeEndE events wouldnt fire
  • fix bug but with 2 fingers rotate (twist)
  • added smoothing configuration to 2 fingers rotate (twist)
  • fix error description on documentation, specifically for charge related events
  • added two new mini-game demos, turret and flick-shoot
Some of it are rather critical game breaking bug that shouldn't have happen in the first place. I admit it's my error. I so hopelessly careless. I hope that doesn't cause anyone a serious amount of head-scratching or worse, disappointment over the functionality of the package.

On the brighter side, the 2 new mini games would serve as a very good starting point for some simple game, using the input gesture supported by the library. Both are turret game but uses very different mechanic.

Monday, 25 June 2012

Input.Touches update v1.1


I'm pleased to announce that Input.Touches has been given a major update. It's a huge change to say the least, almost all of the core code has been reworked. As a result, the library is now support multi-touch, multi-gesture concurrently. Following is the major change/addition in a nutshell:
  • added support for multiple (2 or more) fingers version for most event. These events included tap, long tap, multiple (2 or more) tap, charge, drag.
  • added support for multiple concurrent input event. These events included tap, multi-finger tap, long tap, multi-fingers long tap, multi-tap, multi-finger multi-tap, drag, swipe.
  • swipe event can now be triggered consecutively without needing to lift the triggering finger.
All the events in the previous version is still intact. I've tried to minimize the change to the event API as much as possible.

Following the new update, in theory, one can now make a multiplayer game on i-Pad with multiple touch gesture with Input.Touches. Or indeed, build a complex control scheme using the possible combination of gesture type. Very neat I think. I'm rather pleased with the result. It has certainly took me a lot of effort, a lot more than I initially anticipated. But then I've done a lot more than I initially have in mind. Overall this is a huge improvement over version 1.0. I'm fairly confident that most existing user will agree.

The package is now live on AssetStore. Feel free to post any question or comment on the official support thread.

Thanks for reading!


Friday, 1 June 2012

Input.Touches v1.0 Update


I like to thank all the user for supporting Input.Touches. It has received some postive recognition following its featuring on Unity AssetStore madness sales.

Now, an update has been made to the package following feedback and suggestion from users. I've revised almost all of the code to solve the mouse and touch input conflict when running on unity editor with target platform set to iOS or Android. I'll be eager to receive any feedback and comment regarding the new change. I like to thanks Chris Byers for suggesting the possible solution in the first place.

Also along with the new update a bug or two has also been fix. I certainly hope I didn't miss out any. So the full changes in version1.0 are as follow:
  • Code revision, no more platform dependant compilation. Touch and mouse input are now compatible with each other under any circumstances.
  • fix bug where the angle of a swipe is not calculated properly
  • fix bug where onDraggingEnd event doesn't pass the correct touch position when running on device
The latest package has been submited to AssetStore and should be available shortly.

Wednesday, 9 May 2012

Project Unibot

I think it's about time I show this. Something that I've been working on since... well a long time ago. Unfortunately I have to shelve it in order to focus my effort on some other stuff, TDTK and DashMonster *cough*. Only for the past week I manage to find sometime to work on it. Anyway, I present my little platformer, temporarily named Project UniBot.


It's meant to be a simple and fun platfomer, something Mario like. As you might imagine, this is meant for iOS. Sometime I wonder why everything I ever made has to be tagged with iOS when I personally hate playing or indeed developing iOS game. But hey, no harm make it playable on PC.

You can't make a post shouting about some work with just an image. So with this post I shall include a demo webplayer for this cute little game. I think this is the first webplayer demo on this blog that resemble a real playable game. Not the usual showcase stuff that I made for TDTK and others. I hope you enjoy it. Do give me comment and feedback about it, positive or negative. It's always a treat. I'll say that although it looks very simplistic, I can assure you that it has gone through many iteration of modification to reach this point.

By the way, I'm very fond of the art and theme, all designed by Mr Fabian Schmidt aka acumen on unity forum. All credit goes to him for the artwork.

Tuesday, 8 May 2012

My first iOS game

Finally it's live on AppStore. About bloody damn time!

My first iOS title, curiously named Dash Monster! Dont ask me, my partner decided the name.

I know it's the same screen used in previous post
It's no really a serious, gamers' sort of game. It's a very casual game indeed. At any rate, it's free, so please do me a favour and download it! Who knows you might enjoy it. Oh do keeps the comment and feedback coming. A rating on the AppStore would be much appreciated. I don't expect loads of positive from it but oh hell.

I have to complaint about this. It took us three weeks to get approval from apple! All because a stupid reviewer who is either dumb or couldn't understand English. The idiots keeps on saying that the app need in app purchase integration to support the game message which prompt user to get full version. If only he bother to press the yes button during the message prompt or check google translate on what I explained to him. Jezz...

Anyway, this is just a learning process and the first step towards many to come. I promise the next game (which is designed entirely by me) is gonna be better.

Friday, 27 April 2012

Input.Touches



Introducing "Input.Touches", my latest addition to Unity AssetStore. It is aimed to be a low cost, easy to use helper library for Unity3 touch (and mouse) input. The library uses event system to signal various input event. Let the user by pass the need to deal with coding of the input.

So in a nutshell, this is what comes with the package:
  • Support various gesture: swipe, pinch, drag, rotate, double tap, long tap, short tap, charging, on up, on down, single finger, two fingers...
  • Uses event system, keep things simple.
  • Support both JS and C#.
  • Tested and works on PC and IOS device.
  • Various example scene with documented code.
  • Comes with support of a dedicated developer. :)
Also please feel free to try out the demo.

I know this is not the first package of it's kind on the AssetStore. And there are some very successful package of this sort on the Store. FingerGestures *cough*. Trust me I'm not jumping on the bandwagon and I havent purposely spent a lot of time to put this package together. Most of the content has been done way before. I have actually spent a month or more working on a multi-touch project for research purpose. That's where the most of the multi-touch gesture and camera stuff get done. Also TDTK also contain such touch input and gesture element for camera manipulation. Well there, I've said it, this is a recycle content from my past project.

Still I recon it would do some good out there. I'm pricing it pretty low at $20 and I do plan to add more content to it. And I'm prepare to provide good support to the user. Just like how I did with TDTK's users. :)

Well I'll stop here. Here's a link to the Unity AssetStore. Feel free to leave a comment here or at the official forum thread on Unity forum.

Wednesday, 18 April 2012

TDTK 2.0 is now on AssetStore!


Yay, finally it's ready. TDTK2.0! And boy AssetStore work fast this time. It's live within an hour I submitted it.

You can go to AssetStore with this link. Also, feel free to try out the demo.

I apologise for those who are disappointed that the feature they requested is not there. But I'm sure you'll find this package is a big improvement over previous version. I've started a new official thread for TDTK2 on unity forum. For a (almost) full feature list of the toolkit, please refer to the first post of the thread. I dont want to post too many redundant information. Also, any feedback, comment are much appreciated. Please post them on the thread.

For those who have made a direct purchase from me in the past, please email me to get your update. Terribly sorry for the inconvenience.

Finally, thanks for your support all along. I hope you enjoy the kit.

Wednesday, 11 April 2012

Annoucing DashMonster!

Behold, my official first iOS game!

Yes I've spend most of the time for the past 2 months on this s***! It's not easy. Fighting over design decision which I'm happy to say I won. Well not really, other wise this would be of a hardcore game of other genre. It's even harder try to coordinate everything together. But hey, somethings are meant to be learnt the hard way.

You might have caught glimpse of it in my previous posting. It's a very simple casual game, running game to be exact, much like every other iOS game out there. Just that I've gone to great length to make sure the graphic are more than decent, which I hope you agree. More screenies here:




The game is now currently under the process of being submitting to the AppStore. I do hope it goes smoothly and I do hope that the public likes it. Despite having every confidence in my own work, I think I'll pray a lot for the coming 2 weeks.

There's no mention of credit in the game, so I would mention it here:

General Art Asset - Mark Devera
Character ArtAsset - Ramon PausaJr.
Audio - George from Alchemy Audio Design

Saturday, 17 March 2012

Annoucing TDTK 2.0

I'm sure this is not a secret. Most people who use or follow the development of TDTK on Unity forum would have known this. I'm currently working on TDTK 2.0 on all my spare time. Which mean whenever I'm not working on a more urgent, paid projects.

Anyway here's the main features in TDTK 2.0 (those that different from 1.x anyway):
  • Fully coded in C#, as request by many.
  • Platform and Grid system are now merged. Plane object are now used as platform and grid system are setup according to each platform size and position and rotation. 
  • Customizable buildable tower on individual platform.
  • Hybrid of waypoint-based and openfield path system. Tower platform can be used as a waypoint in which pathFinder will automatically find suitable path for the creep to navigate through.
  • Path direction indicator (not exactly vital I know but I think it will be handy)
  • Additional tower type, SupporTower. Gives bonus to surroundding tower.
  • TowerEditor window. Just there to make managing tower in scene and editing tower stats easier.
  • General redesign of the framework to provide a more intuitive way to setup things.
  • Code design with API to support custom GUI building.
Unity GameView

Unity SceneView
TowerEditor (WIP)

It's still very hard to say how soon it will be available. There's still plenty to do, rouch edges to trimmed and an entire iOS UI need to be build. Then there's the documentation which I absolutely dreaded to do... oh dear...

Anyway, I hope this looks promissing to anyone who are interested. Any comments, feedback and feature request are welcomed.

Sneak Peak of An Un-named Title

A sneak peak of an iOS game I'm working on. It's reasonably complete so I figure I can show something about it. Screenies...



It's basically a simple vertical running game with the main objective being go as far as you can without hitting any obstacle, while picking up as many bonus and points as you can of course. If anything, it's a more test the water and learning process to iOS publishing.

It's basically a share project with me as the only developer/director. The art work are out-source obviously. Unfortunately the boss haven't thought of a name for this hence the term "unnamed".

We hope to release the game on April. It will be free. But it does come with optional in app purchase. A lite version with upgrade to full version so to speak.

Can't wait to see what's the general reaction to this.