Saturday, December 31, 2016

Friday, December 30, 2016

Devlog: Fates and Constellations #9

Creating the decorations in each level has become a repetitive task, so we looked into speeding up the process by first generating a bunch of sprites in "random" positions, then manually shifting individual sprites.

Thursday, December 22, 2016

Devlog: Fates and Constellations #08

Got the game running on the iPad only recently.

Had to account for aspect ratio differences between devices, and the only way we could think of at the moment to keep puzzles the same across various displays is to do letterboxing. Not too big a fan of it, honestly, so we fade it out whenever we can - like during level transition, for instance.

Wednesday, December 21, 2016

Devlog: Fates and Constellations #07

It's about time to experiment with a new visual theme! Here's a mockup I did yesterday:

Sunday, December 18, 2016

Devlog: Fates and Constellations #6

Thought it was time to finally work on improving the level transition so here it is!

Unsightly bald patch. Weird pausing between transition.


Other than removing the pause, I've also populated the bald patch with randomly placed grass sprites. There was an effort to make the grass more or less evenly distributed. Rather than generating the positions of all the grass sprites randomly over a large arc, I've instead divided the giant arc into multiple smaller ones and proceed to generate a smaller number of sprites for each of them. Result seems satisfactory.

Saturday, December 17, 2016

Jump Over the Rings Major Update (soon!)

I've been working on an update after gathering feedback from the peeps who's played the game and I'm glad to announce I'll be releasing the first major update to Jump Over the Rings very soon. Expect the following:

  • 12 new unlockable costumes
  • Ability to select a costume to bring into main game (used to only randomly choose among unlocked costumes)
  • Alternate ring graphics for certain costumes
  • New controls option
  • More responsive buttons for smaller screens

Devlog: Fates and Constellations #5

Here it is, running on jon's iPhone!

Everything seems to run fine. Though I noticed we have a tendency of making the level too close to the bottom of the screen, causing my thumbs to obscure part of the puzzle. Gotta fix that.

Friday, December 9, 2016

Devlog: Fates and Constellations #4

This is a quick update. We finally got around to adding some visual feedback when the golden star is collected.

Wednesday, December 7, 2016

Devlog: Fates and Constellations #03

Over the last week we've added some visual feedback when a line is cut (admittedly, more can be done to further juice the experience). The gif below features one of our harder test levels.

It's come to our attention that some folks who I've shown the game to find the game somewhat intimidating. We might have to slow down the speed of the line, or introduce an option to pause it completely to see if it'll make things more manageable.