Genius Greedy Mouse (Released)

spacefractal · 91135

Offline Sokurah

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Reply #90 on: September 01, 2011, 02:12:54 pm
I get about 30fps on my iPhone 4 at normal zoom.

You're going to give the game D-Pad controls when it's done, right?...because they're terrible now.



Offline spacefractal

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Reply #91 on: September 01, 2011, 02:25:41 pm
The fun part, those which played did like the slide/run system. So there is a conflict here.

Yes if you only use slide to move your mouse, that would really been terrible very fast, so here i agree. But to avoid that, I simply added a "run" button, which the mouse just move ahead. So basically its a slide/run system = slide to turn and touch for run. Howover there is no multi touch control yet, which could help (etc allways run, while sliding), even I try to do this as a single touch game (due Android, Windows tabs etc).

I did have tried D-Pad, but did works very much awfull, so i dropped that, and would very much cause your finger to take some screen area.

Instead I think a idea to look on "Kungfu Ruch"'s interface, which is a pretty cool 4 way system, which could work nicely in landscab mode. Something I can tryout later and fell how that goes. Howover the drawback is its might not work in all screen areas (tables etc), while the slide system I now have works with any screensizes.

« Last Edit: September 01, 2011, 06:51:27 pm by spacefractal »

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Offline spacefractal

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Reply #92 on: September 01, 2011, 08:43:36 pm
In the next update when I lookin for tomorrow or few next day, I limit cammode a little bit:

when the game use 2048x2048 for ingame mode, then game would just use 1024x1024 unscaled mode under cammode. Then fps should been pretty stable, max fall very little, but not around 11fps or such.

So I think that is a little comprimise to limit the zoom, but still have some overview over the map when panning.

Howover the free zoom would still exits for iPad 2, Windows and Mac (and also look awesome in fullHD). Also on those machines, the camzoom does not fade back again.

PS. I might need little tweek if slide is unprecision on iPhone 4, if slide length bit is to short. Here its pretty easy tweek if required (its would been possible to set the senative of the slide).

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Offline spacefractal

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Reply #93 on: September 02, 2011, 08:50:42 pm
we have just tested the game on the iPad 2, its run very flawless on that machine (I have not seen it self, but the graphical (TempleTiger) mom, who do have a iPad 2.

So we set it with full zoom camemode and 50 fps (to make sure eventually animation is the same as with 25 fps), etc the best device to run the game with. He could not feel any difference between 50 and 60 fps (and fps could fall to 50fps in some extreme area, but without could feel difference really).

On other mobile/tables its would been a fixed cammode, etc its auto zoom out to unscaled 1024 mode (but zoom nothing if 1024 mode allready used), and in 25fps (which also work nicely too).

The slide do need few more tweak according to sensitive, but its really easy to do that (x and y can separated to been tweaked allready, so its just a onscreen option, just like the mouse sensitive would do). I still want to do a least a great slide/run and tweekable control, because its works with any screensizes there is out on the market (due Android have so many different screens).
« Last Edit: September 02, 2011, 08:54:37 pm by spacefractal »

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Offline spacefractal

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Reply #94 on: September 10, 2011, 10:57:28 pm
new update for both iOS and Android versions (v0010).

First at all, I are heavy dev on a nice new village system, which is connect to other levels as well a medal system. There is still issues here and there, example you go beginning (or such), when exit the final door in the village level.

The medal system is not also not final yet (and is going to change using the scoring system, so you need x number of points to get that medal), but you can get medals now, but using the old medal system. that new medal system would been the next version.

I have also designed most of the easy levels some where smaller in size and is easier now. I think its good idea to start with to have some simple levels... You cant not even die in first two levels at all or got blocked.

Also, I have those days fights to get the buggy savegame system and also could crash when suspend in multitaskning mode. I hope I got fixed those. I'm are not sure about 3.1.3, which do not multitasking. So try to see if the game corrupt if you quit just around completed a level....

So still very far from finish, but have some nice progress with the game.

PS. Yes its a bug in village level, so you cannot play level 3 (but can still select  that from pause screen, which is technical level 4, which stay there for debug thing). I fix that in next update tomorrow.
« Last Edit: September 10, 2011, 11:13:00 pm by spacefractal »

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Offline spacefractal

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Reply #95 on: September 11, 2011, 07:26:45 pm
just fixed some of the savegame bugs, but might still been happen when you skip levels (which would been removed in the final game, its just for debug). Also Medals is changed to stars and that part should works nicely.

Info how much require to get that star is still missing as well a congratulations screen, which should tell how many stars you got.....

here is screenshot from village level:


and no you cannot die here or got blocked (unless if you skippede a level trought pause menu, but you can still reset level there too).
« Last Edit: September 11, 2011, 07:27:07 pm by spacefractal »

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Offline flash

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Reply #96 on: September 11, 2011, 09:58:42 pm
That really is looking rather nice SF. I still have not played it as I cannot get it on my device for some reason? I do not have a developer certificate (meaning it does not allow my iPhone4?)

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Offline spacefractal

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Reply #97 on: September 12, 2011, 06:09:28 am
That mean i dont have your udid for that phone, if you installed via iTunes?

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Offline flash

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Reply #98 on: September 12, 2011, 07:44:42 am
It is this one

a7bfe915ad5db5351549ec0380b886852d851f36

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Offline spacefractal

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Reply #99 on: September 12, 2011, 02:44:49 pm
I checked the number and should allready been included in the GreedyMouse_hoc.mobileprovision file (I took the devices there was at your HeadSoft portal and used them here). I updated GreedyMouse_hoc.mobileprovision yesterday, so its should not expire soon.

I guess I might have messed again?

Anyway try again and install via iTunes (first the mobileprovision and then the ipa file). It did work at Anders little brother (the graphican), who do have 3gs.

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Offline headkaze

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Reply #100 on: September 12, 2011, 07:15:50 pm
Also check on your actual phone for the GreedyMouse certificate.



Offline spacefractal

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Reply #101 on: September 12, 2011, 07:31:38 pm
I checks what happens when went home. It did adhoc installed on a least one phone, but I double check so.

Ps. Why can this not been that easy as android do here?
« Last Edit: September 12, 2011, 07:35:15 pm by spacefractal »

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Offline headkaze

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Reply #102 on: September 12, 2011, 07:44:01 pm
I was actually saying to Flash to check his phone for the certificate.

It is a royal PITA dealing with all the certificate business.



Offline spacefractal

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Reply #103 on: September 12, 2011, 07:47:57 pm
Hi ok and I agree.

On android all need is just install the debug version via dropbox. Unsigned version did not work (of course I have not signed it). But it's works like a charm (the crash issue on the start was a "beginner" issue with filenames, so would crash on iOS too).

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Offline flash

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Reply #104 on: September 12, 2011, 11:55:20 pm
I have no idea what is going wrong?


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Offline headkaze

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Reply #105 on: September 13, 2011, 12:12:01 am
I get the same error but the game still runs.



Offline spacefractal

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Reply #106 on: September 13, 2011, 06:28:09 am
Don't use Xcode for install, use iTunes.

Adhoc installs is not designed to run from Xcode, but more do that regular from iTunes.

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Offline flash

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Reply #107 on: September 13, 2011, 10:13:17 am
I am not using Xcode, that was just to show the certificate error. I am syncing with iTunes.

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Offline spacefractal

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Reply #108 on: September 13, 2011, 10:20:49 am
Which error do you get when you sync?

I use distribution cerficate and not dev for sharing. I have still not checked if the game sync via pc sync. I might have broke something when I tried to add a another dev device. Checking when time.

Ps. I guess I know what it happens. It's can been a missing plist file inthe project that cause it (because I deleted and recreated project again). I try to fix that later today. Why glbasic not add that fils is a guess.
« Last Edit: September 13, 2011, 10:45:49 am by spacefractal »

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Offline spacefractal

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Reply #109 on: September 13, 2011, 11:41:53 am
I added Entitlements.plist again, and hopefully the 0012 now works again with the codesigning issue. Its did works here via iTunes (on PC).

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Offline headkaze

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Reply #110 on: September 16, 2011, 06:47:17 am
0012 is playing nicely for me



Offline spacefractal

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Reply #111 on: September 16, 2011, 09:26:55 pm
Then it's should work at flash too.

I read news at glbasic the next version support iCade, which I of course plans like to support that. Should been pretty simple as the game is a joystick + 2 button game (button one is camera and button two is pause menu to take some choice as well if you got stuck). Any onscreen buttons would Also been removed as well, but can still get back by slide.

In other word the game would been complete arcade friendly for windows version....

Ps. Have another idea for d-pad control: use the jungool buttons, then the left button control left/right and right up/down. I cannot do a "4 way" d-pad, since it's take to much screenspace and unprecision.

Slide is still primary control, since it works nice.
« Last Edit: September 16, 2011, 09:28:40 pm by spacefractal »

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Offline spacefractal

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Reply #112 on: September 20, 2011, 09:07:30 pm
finally in the next update or such, I trying to check how "Joypad" perform, even I do like "Slide" better in this kind of game (I fell very good with that control when first got used with the run button).

The main issue with "Joypad" mode is there is a lots of HUD display (scoring, cam, pause, joypad image it self) and felling they take very much screenarea from the main gamearea. howover I do now have possible to move scoring etc around so its match better when "Joypad" is used, so its don't eat to much screenspace and actually felling better placed (also only when that mode is used).

I have still not tested it on iOS and Android yet, but its much bigger this time, so its should been eaiser than the very first try and you not run to far and such issues (also the floating joypad feature is gone too). Howover its http://tenonedesign.com/fling.php and such thing which could been cool to been use.

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Offline spacefractal

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Reply #113 on: September 25, 2011, 06:45:01 pm
finally a new update (to 0014), which a experimental joypad can been tested (slide is of course still in code, but not in that update). Its in the very first post.



Some notes:
- tips not working yet, but does show in first regular level (named Maze).
- Village level 2 is not finished at all, but can been tested when village level 1 is done.
- You might get a "Mouse Pos" error, but the game should just restart the level.
- There would NOT been a regular title screen, but more use a option menu, which can been called from the setting button from anywhere from the game (a option menu which is still to been completly remade). This due all Difficulty/level chooses is now directly part of the game now.

PS. You might get a "missing pos" error, but the game does restart the level again after that.

PPS. I hope its have been working for Flash..... If its work for HeadKaze, its should work for Flash too.
« Last Edit: September 25, 2011, 06:51:28 pm by spacefractal »

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Offline spacefractal

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Reply #114 on: October 04, 2011, 11:16:55 pm


I think that menu would work better than the pause menu I have before and is really universal for any screen size as well input.

Yes we still using placeholder (and not even started on sound), but it wont been so long most of them would been replaced. the little problem is.... Rage is out this week, and its his most waited game ever (he is a big Id Software fan, so of course), so a week or two go with that game to complete that game (but he do not play allways, hehe).

The release is hopefully still this year as we both set and he got some new IKEA led lamps so get thing much easier than before (he have direct access to the picture without moving constant and those big lamps could been very hot). I think the code part is around 70-80% done, and its take hell long time to compile now (I want a faster machine), around 30 secs.....

PS. Of course on iPhone 4gs I set the FPS to 50, just like iPad 2 (the regular speed is 25FPS), and I get myself soon a used first generation iPad to testing and reading stuff on.

PPS. Under Social or About we do some "ads" for Jungool, but ONLY in iOS and desktop versions. On Android there is no Jungool at all, due I not want to ads for a competer platforms (but many desktop users also have either a Android or iOS phone anyway).
« Last Edit: October 04, 2011, 11:21:35 pm by spacefractal »

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Offline spacefractal

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Reply #115 on: October 13, 2011, 01:37:11 pm
game updated to 0022 for menu testing (settings works, but social and about does not). Now I have a another little project in this and next week, so I might not code so much on this game, but would been back again after that.

I think this version is much better than version 0014, also the levels its self too, and have removed and tweeked a lots of ting, to hold the levels simple and easy to complete (because its the first village). Village 2 is going to been made, while Village 1 is pretty much finished with only migthbeen only few tweeks to do.

Also tips is still missing, but all needed is just draw more thing (works pretty much that with Jungool tipscreen really, but just not a overlay graphics). You can see them in first regular level (Maze).

PS. I hope the game does not corrupt graphics, which MIGHT been happens, but should fix it self when starting. This due detailmap mightbeen skipped (but also think it should fixed that, but not sure). But progress files use another file....
« Last Edit: October 13, 2011, 01:38:45 pm by spacefractal »

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Offline spacefractal

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Reply #116 on: October 16, 2011, 08:33:43 pm
I just brought a nice used iPad 16gb, which I have tested this game on.

yes HeadKaze was right, I have also a FPS of around 20..... But I do also found its was due iPad did not like alpha colored POLYVECTORS, so the font must been complete white (and now on medium graphics settings). When I did that the game is back as solid 25 FPS with all details enabled. I do think its could been the same issue on the older devices. There is still some issues I should look on before another beta release.

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Offline headkaze

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Reply #117 on: October 16, 2011, 11:32:40 pm
You will need to use VBO's to get a solid 30 FPS on the iPad. Do you use them? I had the same problem with Jungool until I did.
« Last Edit: October 16, 2011, 11:41:21 pm by headkaze »



Offline spacefractal

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Reply #118 on: October 17, 2011, 06:44:11 am
Not sure what you mean? I use glBasic here, and other have reported extractly that issue before (so i avoid it)

The game is designed to run 25fps, not 30fps, and fell Nice smooth (but 50fps on ipad2 and iphone4s).

Its nowhere big issue use White only font, i dont use that that much, so little detail. With White font its ran full speed with rest in full details (i have 3 graphics details to use).

Ps. Same issue also have been see on some android devices too. Hence that why its possible for Them to set graphicsdetails...
« Last Edit: October 17, 2011, 09:57:50 am by spacefractal »

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Offline spacefractal

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Reply #119 on: October 23, 2011, 10:01:06 pm
Now I actuelly got fixed "UltraHD" versionen to work as I want it, so all tiles playfield would look ultra smooth with display resolutions such of 2048x1536. So I can only hope iPad 3 and highend Android devices got such of high resoulutions as least 25fps (on iPad 2 its run nicely 50fps).

Also funny to create some new levels (I got 6 levels for simlpe2 set)...

Wosh as we use so much as a 200x200 pixels tiles (howover frontend, tips, font, buttons would not use that, since its simply not required as you ask me). Its one of advance when we work with clay.

Now I also have a another little project codenamed "Facecat", which I do cannot release to public yet. This why I dont have time to do eventuelly music befor november (also a licensed music from example Shockwave.com can been nice too).
« Last Edit: October 23, 2011, 10:02:18 pm by spacefractal »

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