Friday, November 28. 2008Wednesday, November 26. 2008Sunday, November 23. 2008Tower Designs
Let me know what you think. Purple is the color assigned to arrow towers. It would be a different color for different towers. I was also thinking of increasing the opacity (see-through) for the build stages based on the level (level 1 = more transparent, level 6 = almost no transparency).
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Tuesday, November 18. 2008
www.viewmymessage.com SUCKS Posted by Chad W Randall
in General at
20:16
Comments (4) Trackbacks (0) www.viewmymessage.com SUCKS
So, I have this awesome iPhone. But when someone sends me an MMS, forget it. I'm basically fucked. Because www.viewmymessage.com SUCKS ASS.
Sorry about that. I just had to rant a bit. Monday, November 17. 2008Update Status
Phase 1:
Test and Tweak the zoom/scroll feature. DONE Fix the "Sell" achievement. DONE Fix the sound engine to co-exist with iPod music. Modify the texture engine to make room for more graphics. DONE Scale the enemies to twice the resolution. DONE Reverse the speed toggling (normal->slow->3x->2x). Possibly enhance it. Remove the start-up kissing sound in certain situations. Nerf a few levels, mainly 5p/5m, and the easy/normal/hard challenges. Restart option in-game, and a retry option on the score screen. Fix placement off-screen bug. Fix zero-score astar error. Fix life display bug when resuming game. Fix "Spiritual Conflict" goals. Reduce cost of Lightning tower level 6. Build/Upgrade animation. DONE Phase 2: Create new graphics for the interface. Started Back button for the stats book. Path graphic on the level select screen. Phase 3: Modify (or replace) the towers to show a different graphic for each level. 4/8 done Enhance all missile graphics and such. Phase 4: Enhance the map graphics. Re-add the title animations. Improve help system. Phase 5: Move the level data to files. Add more levels and challenges. Add more achievements, or at least achievement levels. Re-do the achievement graphics. Enhance the high-score list. Phase 6: secret If I missed something, or you want me to add something, let me know! Sunday, November 16. 2008Heavy Metal Walkthrough
I've posted a walkthrough for the Heavy Metal level for those of you having problems.
Note that this level (and Steel Plated) will be made slightly easier for the first update. Thursday, November 13. 2008New review on Slide To Play
Coner over at Slide To Play wrote up a very nice review of Besiegement. Check it out!
Besiegement Review at Slide To Play It was not paid for and was completely unsolicited. And it is still awesome! Tuesday, November 11. 2008Article on Ars Technica
So, I got a request to do a short interview about my game... sort of. It is actually focused on how I developed my game on Windows. Yes, I'll be known as "The Guy that Hates Mac" from now on. ehh. I tried to like it, I really did.
Anyways, you can read the article here: Ars Technica Arcticle Friday, October 31. 2008News Update (not an App Update, yet!)
I'm working on the changes I mention elsewhere, mainly graphics and zoom ability.
I've been asked several times about how I wrote this under Visual Studio. Well, I wrote a "fake" iPhone that allowed me to develop the game without a Mac nearby. My code then interfaces with either real iPhone code (window, touch events, system events) or my phake phone. This is also how I use Fraps to create the movies on youtube. This framework is free to anyone that wants it. It not only includes the iPhone stuff, but also has a sound engine (OpenAL) and a sprite engine (OpenGL). Most of my development time was on the framework, meaning my next game (God forbid I decide to go through this Hell again) will take a lot less effort. Even if you didn't have access to a Mac, you could use this framework to create an OpenGL game and then borrow someone's Mac to do final testing. But this isn't for the novice. You'll need strong C++ skills. Knowledge of OpenGL would be useful, as well as basics like creating graphics with alpha layers. You can email me at picticon -at- gmail -dot- com if you want a copy. Please, serious inquiries only! And note, this isn't the game, it is just a shell that displays a single sprite and plays a sound when you tap the screen. Thursday, October 30. 2008Tower Data
Here is a list of towers and the numerical data behind them. This is for any stats geeks out there.
Tower Data Monday, October 27. 2008History of Besiegement and an explanation
Ok, so I've been working on Besiegement sometime after the SDK was released. I bought a Mac-mini and tried to use it... ugh. I've used Visual Studio for too long to get over the quirks of xcode. So I designed a way to write OpenGL programs on Windows, and compile them to the iPhone. Yes... this game was designed, written, tested, and runs under Windows as well as the iPhone.
Not only did I have to learn the Mac and iPhone stuff, I had to learn OpenGL. And since I couldn't find a small, easy portable framework for the sprites, I wrote one myself. And that took time. And since Apple's soundengine from their demo code has memory leaks... I learned OpenAL and wrote a framework for that. All this took time. Lots and lots of time. I knew I was working against a deadline. Someone was bound to release a tower defense game sooner or later. Mote-M came along and it hurt a bit. It is a decent game. But at the time, it was unfinished (Hell, who releases something with place holders?!). And HARD. Impossible really. So I worked even harder. I was about finished, a few days from wrapping up, when Fieldrunners came along. Ouch. Very pretty game. They had a dedicated artist (or two). But really I thought... the game has nothing to it. A single wave, no sound, no options, limited gameplay. Unfortunately, it appears that graphics are everything to some people. And the game was unfinished, just like Mote M. No sound for instance. Has the App Story become a beta-playground?!? (On top of being a garbage dump for Soduku and number-slide game?!) It appears so. So I spent a few more weeks adding even more. I'm not the greatest artist, but I'm a damn fine coder. I added the challenges, online help, and achievements. And when it came down to it, and it was looking like I wasn't going to make my artificial deadline, I said "fuck it". I'll fix it in an update. Sad really, and I'm a bit ashamed of myself. But can you blame me? When everyone else is doing it? So I promise the first update to Besiegement will BLOW you away. So hang on and give me a few weeks. Monday, October 27. 2008Online high score list
Use this link to view online high scores. This will be permanently placed somewhere in the future.
http://www.besiegementgame.com/scorelist.asp High Scores Monday, October 27. 2008For Sale
Besiegement is officially for sale!
Buy Besiegement Having read it would take a week or more for all the approval processes, I'm very surprised (and happy) that it didn't! But that leaves the problem that I have yet to create the help files for the web site. So if you are here looking for some help, please bear with me. I'll have them up shortly. Saturday, October 25. 2008Approved
Wow, only one day to get approved. Either Apple is getting faster, or the programmers are getting slower!
Now, it is pending contract. Me being the dumbass that I am didn't realize I had to have a contract as well. This can take 1-3 weeks. sigh Friday, October 24. 2008Finally Submitted
I was able to overcome the shear number of web page errors to get Besiegement submitted to Apple. I failed several times on my Mac and had to resort to Firefox on my Windows machine. Oh the irony.
There is still the step of getting a paid contract. The web page gives an error when I attempt to do this. Hopefully Apple has it fixed in the next few days. The funny thing is, Apple's website gives just as many errors as Microsoft's... they are just prettier. |
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