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I'm not sure it's completely appropriate to advertise a commercial game
here, but at least it's one of those really cheap iPhone games:
http://www.hopido.com/
What's so special about this game in question? Well, it's completely
programmed by yours truly... :P
(Just the program code, of course. I'm not even nearly such a good
graphics artist or musician.)
--
- Warp
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Warp wrote:
> What's so special about this game in question? Well, it's completely
> programmed by yours truly... :P
Very cool. Congrats! Looks like one of those games that's very addictive,
with decent potential to sell more levels later. :-)
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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cool!
--
a game sig: http://tinyurl.com/d3rxz9
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Warp wrote:
> I'm not sure it's completely appropriate to advertise a commercial game
> here, but at least it's one of those really cheap iPhone games:
>
> http://www.hopido.com/
>
> What's so special about this game in question? Well, it's completely
> programmed by yours truly... :P
>
> (Just the program code, of course. I'm not even nearly such a good
> graphics artist or musician.)
>
If I owned an iPhone I'd buy it. Looks cool!
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Kevin Wampler wrote:
> Warp wrote:
>> I'm not sure it's completely appropriate to advertise a commercial game
>> here, but at least it's one of those really cheap iPhone games:
>>
>> http://www.hopido.com/
>>
>> What's so special about this game in question? Well, it's completely
>> programmed by yours truly... :P
>>
>> (Just the program code, of course. I'm not even nearly such a good
>> graphics artist or musician.)
>>
>
>
> If I owned an iPhone I'd buy it. Looks cool!
If someone were to give me an iPhone, I would buy it as well. Cool
stuff, Warp.
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Warp wrote:
> http://www.hopido.com/
>
> What's so special about this game in question? Well, it's completely
> programmed by yours truly... :P
This is approximately 187% more awesome than anything I'm ever likely to
do in my worthless little life...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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> I'm not sure it's completely appropriate to advertise a commercial game
> here,
Not if you wrote it yourself :-)
It looks very slick, is it a totally new game concept or is there another
version somewhere for the PC I can try out? (I don't have an iPhone)
How much work did it take for the coding? What was the hardest part?
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Warp <war### [at] tag povray org> wrote:
> I'm not sure it's completely appropriate to advertise a commercial game
> here, but at least it's one of those really cheap iPhone games:
>
> http://www.hopido.com/
>
> What's so special about this game in question? Well, it's completely
> programmed by yours truly... :P
>
.... meaning you had a team of musicians and graphic artists supporting you?
Congratulations!
I'd heard that Apple had some draconian terms for refunds that imposed an unfair
penalty on the coder if an app were returned. Instead of +$0.99 or +$0.00 in
profits, you only got a $0.20 penalty. Do you foresee this impacting your
revenue flow?
Why didn't you release a free, "LITE" app and then entice folks for an upgrade?
(I'm not saying you should have, just wondering what you think of that business
plan.)
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scott <sco### [at] scott com> wrote:
> It looks very slick, is it a totally new game concept or is there another
> version somewhere for the PC I can try out? (I don't have an iPhone)
The puzzle concept itself is not original, but using different shapes for
the puzzles (other than just plain squares) is probably a somewhat unique
variant (or at least we couldn't find such an idea implemented before).
> How much work did it take for the coding? What was the hardest part?
You would be surprised how much coding such a thing requires. Of course
a completely basic and ascetic pre-alpha proto (which has nothing else than
the board view and its basic playing functionality) can be programmed in one
day, but the whole game we released requires quite a lot more. Just as an
example, the puzzle icons in the puzzle selection view (that view with all
the "scrolls" with the shapes of the puzzles as black dots) are generated
programmatically from the puzzle data (saves disk space and it's very flexible
because when new puzzles are added or existing removed from the puzzle data,
the contents of the puzzle selection view are automatically updated at
runtime, so there's no need to create any icons for each puzzle). A separate
puzzle designer and solver (I made it for Windows) was also necessary, which
also required its own amount of work.
I'm not sure what would have been the hardest part. I suppose that since
this was the first time I do anything for the iPhone, the most laborious
part was learning Objective-C++ and Cocoa Touch.
--
- Warp
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gregjohn <pte### [at] yahoo com> wrote:
> .... meaning you had a team of musicians and graphic artists supporting you?
Well, I'm working at a game company, so I suppose you could say that.
Although I'd say that I'm part of a team.
> I'd heard that Apple had some draconian terms for refunds that imposed an unfair
> penalty on the coder if an app were returned. Instead of +$0.99 or +$0.00 in
> profits, you only got a $0.20 penalty. Do you foresee this impacting your
> revenue flow?
It's not "my" revenue flow. I don't own that game, I just programmed it.
The company I work for owns it. I just get paid for my work.
AFAIK that commotion about the draconian rule is quite exaggerated.
> Why didn't you release a free, "LITE" app and then entice folks for an upgrade?
> (I'm not saying you should have, just wondering what you think of that business
> plan.)
It's not up to me, but it's perfectly possible for a lite version to be
released in the future.
--
- Warp
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