Topic:   The iPhone Project   (Read 395141 times)


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Gan


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Re: The iPhone Project
« Reply #570 on: April 27, 2010, 08:47:46 AM »
I'm looking through the app store and it appears that all movement pads are on the same side as the home button...
I'm sort of thinking we should keep it the same...

In the next game(if we decide to make one) we can go crazy on switching up the GUI. I think it'd look cool with a transparent movement pad and the stats on a bubbly transparent static floating window. Sure would make more view space to see the world.


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WarHampster


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Re: The iPhone Project
« Reply #571 on: April 27, 2010, 09:08:24 AM »
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You just have to think outside the box... it's a touch screen phone - a multi-touch screen, no less - and you have an accelerometer as well.

I agree with this in principle but for this type of game focusing on movement and or touch controls would be more gimmicky than innovative... so I agree with Gan I guess.

Mystor


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Re: The iPhone Project
« Reply #572 on: April 27, 2010, 09:33:06 AM »
http://itunes.apple.com/ca/app/imo-the-world-of-magic/id362464325?mt=8

This is the type of interface that I really like for a iPhone RPG.
Screenie:
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Silverwind


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Re: The iPhone Project
« Reply #573 on: April 27, 2010, 09:40:40 AM »
One of these days I'll get around to starting a character on that. I love the title music.
« Last Edit: April 27, 2010, 09:40:50 AM by Silverwind »
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Gan


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Re: The iPhone Project
« Reply #574 on: April 27, 2010, 11:29:42 AM »
That looks good though not for the iRPG. We aren't in need of all those buttons. Though I do like how the pad is set to maximize the view.


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Mystor


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Re: The iPhone Project
« Reply #575 on: April 27, 2010, 05:50:06 PM »
Yea, its quite a fun looking game, though you can tell from my level that I have only played once.

Also, why is the pad not appropriate for the iRPG? I think that using a control system that people are used to is a generally good idea.

Mist
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Gan


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Re: The iPhone Project
« Reply #576 on: April 27, 2010, 06:06:04 PM »
I was actually referring to their whole GUI and how it was set up... though...
Our pad's connected to the stats bar. If we removed it we'd just have empty space and the pad would restrict more viewing area. They've set it up for many buttons and few displayed stats. We've set ours up for few buttons and lots of stats.


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« Last Edit: April 27, 2010, 06:07:50 PM by Gandolf »

Mystor


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Re: The iPhone Project
« Reply #577 on: April 27, 2010, 06:42:39 PM »
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I was actually referring to their whole GUI and how it was set up... though...
Our pad's connected to the stats bar. If we removed it we'd just have empty space and the pad would restrict more viewing area. They've set it up for many buttons and few displayed stats. We've set ours up for few buttons and lots of stats.


-Gan
What are these other stats? can they not be hidden in a character card?
"I'll lie to him."
"And if that doesn't work?"
"Then I'll tell the truth. We're allowed to do that, in emergencies. We can't plan for everything, you know."
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Gan


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Re: The iPhone Project
« Reply #578 on: April 27, 2010, 06:49:44 PM »
Check out the latest video... A few posts back.
A character card could be do-able but then they wouldn't be able to see all their stats in action. Would have to pull it down and freeze gameplay.
Maybe we should revamp out current GUI?


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Mystor


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Re: The iPhone Project
« Reply #579 on: April 27, 2010, 07:37:30 PM »

Basic UI concept, movement joystick, XP bar at bottom, character card button on top left, HP and MP at top, along with gold.
A potion button could be added.
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Gan


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Re: The iPhone Project
« Reply #580 on: April 27, 2010, 07:57:28 PM »
If we used that GUI we could practically take their storyline as well. Not sure I like the card idea too much. I like all the stats present at any time you just need to glance. Though a wide view area would be nice.


-Gan
P.S. Our current movement pad is a mix between joystick and buttons. You can use it as either and it works.
« Last Edit: April 27, 2010, 08:01:46 PM by Gandolf »

Mystor


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Re: The iPhone Project
« Reply #581 on: April 27, 2010, 08:36:06 PM »
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If we used that GUI we could practically take their storyline as well. Not sure I like the card idea too much. I like all the stats present at any time you just need to glance. Though a wide view area would be nice.


-Gan
P.S. Our current movement pad is a mix between joystick and buttons. You can use it as either and it works.
So far, the only other stats I can see being displayed that are not represented in this interface are the name, the equipment, and the number of potions.
The potions could be represented in a use potion button in the lower right, and the equipment makes sense to put on the character card.
The character card could also harbor the menu, and save/load options.

Mist
P.S. If you don't like the similarities, then you can mix things up a bit. But I think that this is a more optimal interface than the one that you have.
"I'll lie to him."
"And if that doesn't work?"
"Then I'll tell the truth. We're allowed to do that, in emergencies. We can't plan for everything, you know."
   -Colonel Graff, Ender&

Gan


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Re: The iPhone Project
« Reply #582 on: April 27, 2010, 08:47:18 PM »
Hmmm....
This is as tough as being at Dairy Queen a moment ago looking at the different blizzards...

What do the rest of you guys think?
Stay put, revamp but keep our current layout, revamp and make a new layout?


-Gan
« Last Edit: April 27, 2010, 08:47:58 PM by Gandolf »

GMG Mike


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Re: The iPhone Project
« Reply #583 on: April 27, 2010, 09:01:25 PM »
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Also, why is the pad not appropriate for the iRPG? I think that using a control system that people are used to is a generally good idea.


Just because people are used to it doesn't mean that it's any good.

With your logic, we should all still be using DOS, or even Altair-style flip switches.

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Re: The iPhone Project
« Reply #584 on: April 27, 2010, 10:16:48 PM »
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Just because people are used to it doesn't mean that it's any good.

With your logic, we should all still be using DOS, or even Altair-style flip switches.


And by your logic,we should make something extremely complicated, just to be original.

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