My (probably terible) suggestions

Started by tornado, March 16, 2014, 04:41:20 PM

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tornado

I was thinking of creating a suggestion thread

Here's my current suggestion

Seeing as not all devices use windows I was wondering if anyone would consider making a iOS version.
Spoiler
(Note:I fully expect to be ridiculed
In fact to be honest I'll be surprised if anyone cares
I think that there's a 0.0000000000001%chance that anyone will care mad a 0.0000000000000000000000001% chance that anyone will actuly pit this suggestion to use).
[close]
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We apologize for all inconveniences that we caused.
Quotefirst, you have to imagine a very big box, fitting inside a very samll box.
then, you have to build one

Karsten75

Well, we actually have non-Windows versions - a Linux and a Apple Mac version.

iOS is a different kettle of fish, so to speak. The game can't, in current form, use a touch interface, iOS isn't terribly mouse/keyboard friendly.

tornado

Hey I only work in ruby and badly at that
How was I to know(ok I did know that it would be hard to do)
Now CEO of Particular Endeavors. http://knucklecracker.com/forums/index.php?topic=23752.new#new
We apologize for all inconveniences that we caused.
Quotefirst, you have to imagine a very big box, fitting inside a very samll box.
then, you have to build one

Karsten75

Not a big deal. :)

It's not about the language, (Ruby or C++), the UNity3D can support iOS and Android. It's more about the game design. You need a certain number of pixels for a touch, for one thing.  Go look closely on your phone, and see how many pixels are in a square mm. Now do the same on your monitor. Report back. :)

tornado

Now CEO of Particular Endeavors. http://knucklecracker.com/forums/index.php?topic=23752.new#new
We apologize for all inconveniences that we caused.
Quotefirst, you have to imagine a very big box, fitting inside a very samll box.
then, you have to build one

Echo51

I wouldn't say the issue is pixel density, more the fact you need huge buttons for hitting reliably with your fingers on a touchscreen, along with touch gestures for maneuvering the camera and so on. Huge buttons for which there isn't alot of space :)
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J

Tablets have plenty of space (I have an iPad) and you can use scolling/expanding menu's. The main problem is unit placement.

Placing a small unit on a grid that is three times as small (in two dimensions) is really hard. 1x1 units would be better like it was in CW2, but then it's no longer CW3...
If you need to put units on such a grid as in CW3, it would probably be better to use drop & lock unit placement like in BTD5iOS (you can change it in settings house) instead of drag & drop. You can put an unit on the field, move it around with your finger somewhere else (the further away from your finger the slower it moves -> precise placement), then tap a button to place it.

tornado

#7
See
You put a problem to enough people and one person will inevitably solve it

Edit:I really couldn't be bothered to count the pixelson either device I just now they have a difference of around or over 400
Now CEO of Particular Endeavors. http://knucklecracker.com/forums/index.php?topic=23752.new#new
We apologize for all inconveniences that we caused.
Quotefirst, you have to imagine a very big box, fitting inside a very samll box.
then, you have to build one

Flabort

Hmm, does someone want to start developing Creeper World Portable, and a Colonial Space Portable Developer app?
I'd buy a tablet for that.   :P  :D
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)