It's never too late. If nothing else we need the final one running on as many machines as possible. Whatever final means. :s
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Thanks for that. I guess I am feeling a bit deflated - the sheer volume of weird shit we're getting back was unexpected tbh. (And we're not n00bz here, we've been writing cross platform games on constrained platforms for many years.)Rubicon - you have sounded a bit deflated with your last few posts - don't worry guys, you've got an awesome game on your hands and we might be coming up with some negative points - but that's only to make it even more perfect
Your long hard slog making it right for android will be worth it
p.s. no rest for the wicked - get working on the sequel....
Thanks for that. I guess I am feeling a bit deflated - the sheer volume of weird shit we're getting back was unexpected tbh. (And we're not n00bz here, we've been writing cross platform games on constrained platforms for many years.)
When you hear people talk generally about the vast number of different devices and what a pita it is to manage, they're usually just going on about screen resolutions and stuff. But in our case there are crash bugs in generic code that's already running just fine in over a million iOS installs. It does make me worry that this will continue after release, and we want to make our game a perfectly smooth experience before we push it out.
We'll get there, it's just taking us far longer than it should.
Actually it's about as optimised as it could be - there's a lot of drawing code going on there to say it doesn't look like halo.
We fully intend to support all known tablets of sufficient spec so I'm glad it's working nicely. Do you get a better fps at lower visual settings?
Thanks, good to know.
The perf thing is something we're looking at. This will never be a 60 fps game on account of everything being drawn but it should definitely be running quicker than this.
how toget inon beta testing? would like to give it a go onmy xoom
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