...where the whole internet seems to competing with itself to be as unfunny as possible.
Fucking April Fools Day, a vacuum of humour.
Anyway we've not posted anything for a while, sorry, I've been a little under the weather, so not been as communicative as normal.
Lot's to update you about, I'm sure I'll repeat myself and / or forget some things, so let's just plough headlong into it.
I had a weird bug where the game broke and baddies just kept exploding, and it looked awesome, so I've actually altered the explosions to emulate that bug and they look much better.
Yesterday I altered the particle effects slightly so they slow down and that looks better too ( Had a play of Geometry Wars for inspiration ).
I've started adding in the player weapons, I think I'm roughly half way through that, the "Pods" are pretty cool.
Adding these meant updating the baddie bullets / baddies themselves so they have collision checks against them which doesn't seem to have hurt performance.
So we've got more weapons in there, the first 5 levels are done ( I discovered Flash' BezierSegment which has improved the paths a lot, both in terms of how they look ( As I was only using one control point ) and the speed it's all calculated ), but the big thing was...
I redesigned the level select system. What a massive fucking pain in the arse that was to do in Starling, I think 3 whole days was spent on that.
Yesterday I had a bit of a break and played with getting the game running on Android. It's almost there, but there are some issues with the FLV playback. Because I'm using the normal display list to show it I just can't get it to position correctly on the different sized screens ( The game is 1024 x 768 for iPad, whereas the Nexus7 is 1280x736 and there are a couple of other oddities you have to take into account ), I even tried using percentages like in html, but no joy. So I'm going to have to re-do that. Joy.
So for now it's just a case of throwing data at the game, I need to finish the player power-ups and adding the levels, then it's sound, remaining UI and Game Center / ads integration.
I want this gold in two weeks time, so I'm in two minds about adding the challenges, they may be a post launch update just so I can hit the deadline ( It may be a case of skipping the challenges for iOS, putting them into the Ouya version to give some added value as we'll be charging for that, and then retro-fit them back into the iPad game. I'm not sure yet, we'll have to see how we're doing for time ).