my first phone game :)

I tried the game and it's fun :) Nothing like I've previously played on this platform. The font and images could be little larger, though it's good to keep it so that the user doesn't have to scroll the view. Overall, very well done!

One general problem, not related to the implementation, is that the game's name is kinda generic and finding it from the Marketplace isn't easy. I was able to locate it by doing a search with the publisher's name but using the keyword "Adventure" didn't bring it up.
 
XCode is hard to get into in my experience too, though, having said that, XCode 4 (which only recently came out), is a big step forwards in user-friendliness.
XCode 4.2 is a joke, hell I often have it crash when I open up the program!
I rate it between MS VC5 and MS VC6. When an IDE more than a decade old is superior then you have problems.
About the only good thing I can say about it is it compiles reasonably fast.

WRT windows phone 7, I'ld be very worried tht the biggest IP (angry birds space) didnt launch on WP7 as they did on ios/android.
yes theres a lot more ios/android stuff but when you compare the user base & what ppl actually spend money on its

IOS > amdroid >>>>>>>>>>>>>>>>>>>>>>>>> wp7

Im not a fan of apple, but decided to go the ios route since it makes the most sense
 
I recommend you try out the Monotouch. It surprised me how good that product is and we were able to port one of our Windows Phone -apps to iOS easily. Though it wasn't a game.

With Monotouch your main IDE is Mono Develop, and it's OK, though nothing like VS + Resharper. But it's good enough. The UI design happens through XCode. Imagine using Visual Studio for coding and Blend for doing the UI, the experience is similar when doing stuff with Monotouch.

Hmm I heard of Monotouch but haven't tried it. I'll check it out. I already have a licence for Marmalade sdk which is ok, but I do like that it supports Kindle Fire, figured it would be cool to get on that platform as well. It also works on Windows which I really like, not a huge fan of OSx. I did start the ios/fire port briefly but as always got sidetracked :(


I tried the game and it's fun :) Nothing like I've previously played on this platform. The font and images could be little larger, though it's good to keep it so that the user doesn't have to scroll the view. Overall, very well done!

One general problem, not related to the implementation, is that the game's name is kinda generic and finding it from the Marketplace isn't easy. I was able to locate it by doing a search with the publisher's name but using the keyword "Adventure" didn't bring it up.

Cool glad you like it, don't forget to rate it 5 stars :) I'm trying to make Adventure 2 be three times as long as the first one so it's taking some time to get the story all together. Adventure 3 will be scifi which will be a riot to write the story for! I find search on Windows Marketplace is borked a bit, and I had emailed them about it. Supposedly they will look into improving it one day. Yeah the font size lol, part of that issue probably is because my personal phone is an HTC Titan which has a 4.7" screen, so the font size seemed ok to me :) I'll bump it up a little on Adventure 2 & 3. The images I made small to keep executable size as small as possible. Current game is already 26mb, next game will be closer to ~75mb so size is getting up there. I do want to make tablet versions of these games eventually for Windows 8 tablets, so on those I can go more nuts with the images sizes. Likewise if I ever get around to finishing the Marmalade port I could put larger images on the iPad and Kindle Fire versions.

So hey I'm curious, do you think I should add inventory to the game? I tried keeping it as simple as possible for now, but was considering adding an automated inventory. But maybe that would make the game too tedious, dunno. It's mostly meant to just be quick fun, something you can play while waiting in line to buy groceries basically. Also is the writing style ok?
 
Would it be hard to make font size configurable? That's what I would personally aim for. I currently have a lot of ideas for educational titles, but not sure where to start yet. I may just start with WPF / .NET 4.0 on Windows for prototyping and see where I take it from there. Using vectors and scaleable will definitely be something I'll shoot for though, but we'll see how hard that ends up being.
 
Would it be hard to make font size configurable? That's what I would personally aim for. I currently have a lot of ideas for educational titles, but not sure where to start yet. I may just start with WPF / .NET 4.0 on Windows for prototyping and see where I take it from there. Using vectors and scaleable will definitely be something I'll shoot for though, but we'll see how hard that ends up being.

Code support for larger fonts is cake, but the problem for this particular game is I didn't want their to be any scrolling so all the text for a given situation has to fit on the display. Even with the small font I currently use I had issues where some text scrolled off the display so I had to go back for some areas and trim back how much text they had.

For where to start, I'm heavily biased there as I've always prefered Microsoft tools for any development, they just make it all so easy. Having said that I don't use any shell extensions, ui tools, etc, I just start with a 10 line hello world app that has process and render events and nothing else then code it all from there, but that's just what I'm used to.
 
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