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Main - Gaming - My first indie game, Jump&Slide! New thread | New reply


JaSp
Posted on 01-03-11 10:45 PM Link | Quote | ID: 138991


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Hello there!
So I mentioned some months ago on the ROM hacking boards that I was working on my first indie game for iPhone; so here it is after several months of work!
Jump&Slide is a really simple endless runner styled game for all iOS platforms (iPhone, iPod Touch, iPad) focused on a good progressive challenge with a very simple gameplay.

Screenshots:




Video:


You can learn more about the game on www.JUMPNSLIDE.net or jump directly to the iTunes link!

Not sure there are iPhone players here, so tell me if you want some promo code to get it for free!
Any comment appreciated, good or bad!
Don't hesitate if you have any question, too.

Thanks!

blackhole89
Posted on 01-03-11 11:39 PM Link | Quote | ID: 138992


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Well, I don't have an iPhone and, given my deep aversion to Apple and their products, most likely never will...

...but I suppose this looks quite decent for something you would play on your phone. (What did you make those graphics in/how did you make them?) One thing you could do is tweaking small things about the animation like the slide stance looking slightly off (not like proper sliding would look) and the walk frame seemingly resuming at an arbitrary offset (probably governed by a frame counter or something) upon landing.

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JaSp
Posted on 01-04-11 12:09 AM Link | Quote | ID: 138993


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I made all the graphics with Inkscape; I learned vector drawing with this software while making this game and I really like it!

Not sure what you mean for the sliding animation (it's not realistic of course but I think it looks ok!), but it's true that the landing animation is a little bit off; I actually didn't think about resuming the running animation to the most logic frame according to the falling stance; I'll try that, thanks for the tip

PU206C
Posted on 01-06-11 11:54 AM Link | Quote | ID: 139023


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"my first indie game for iPhone;"
Stopped reading here.

htc wildfire<3

KP9000
Posted on 01-13-11 04:55 AM Link | Quote | ID: 139129


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Posted by PU206C
"my first indie game for iPhone;"
Stopped reading here.

htc wildfire<3
I ought to ban you. This is not a place for pretentious fanboyism. This thread is specifically for his work.

I don't have an iPhone, but in light of the Verizon announcement, I will probably get one. I also have a game idea that I want to work on, and dev costs aren't that bad. Though, what I want to accomplish is way out of my league for my skill level. This thread does give me home though, because you can still make a game that's fun, yet simplistic. Good work. (Actually, I may want to discuss said idea with you...)

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Kawa
Posted on 01-13-11 07:02 PM Link | Quote | ID: 139134


CHIKKN NI A BAAZZKIT!!!
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Pfff, I have an HTC too, but it's still cool to see this game released, even if I'm unlikely to ever play it.

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Googie
Posted on 01-15-11 04:06 AM Link | Quote | ID: 139155


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So it was you that made this! Cool! I seen this advertised on other sites, this is awesome JaSp, hell yeah! >8)

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PU206C
Posted on 01-16-11 03:53 PM Link | Quote | ID: 139179


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Posted by KP9000
Posted by PU206C
"my first indie game for iPhone;"
Stopped reading here.

htc wildfire<3
I ought to ban you. This is not a place for pretentious fanboyism. This thread is specifically for his work.

I don't have an iPhone, but in light of the Verizon announcement, I will probably get one. I also have a game idea that I want to work on, and dev costs aren't that bad. Though, what I want to accomplish is way out of my league for my skill level. This thread does give me home though, because you can still make a game that's fun, yet simplistic. Good work. (Actually, I may want to discuss said idea with you...)

lolwut banning for saying that I perfer android over ios/iphone? Sense, that makes none

Also your comment sounds like iphonefanboyish more imho

*get ready to get hit by banhammer*

KP9000
Posted on 01-18-11 05:42 AM Link | Quote | ID: 139196


Boomboom

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What needs to have been said has been said in PM. Let's keep it there please, and not in this thread where it doesn't belong.

Anyway, I dislike most all Apple products, but I support the iPhone/iPod because of the great opportunity for people to develop indie games like these for them. Dev kits cost ~$100, which opens up a ton of possibilities for the Average Joe like you or me, or even Jasp here. Also, I'm sick and tired of this damn Blackberry.

Jasp, once again, good work. Once I get my iPhone I'll have to check this out.

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JaSp
Posted on 01-22-11 11:32 AM Link | Quote | ID: 139263


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Thanks for the comments guys

Indeed, the choice of this platform for my first game was the investment cost which is very small compared to the potential audience reached, and also the fact that an average Joe like me as KP said can have his app published very easily as long as it follows Apple's guidelines (though that's also a disadvantage because the market is really saturated and it is veeery difficult to get noticed amongst all these other apps!)

You can always PM me about your idea KP, though I only have experience with the Cocos2D framework so if it's about a 3D game for example, I can't give you much advice!

blackhole89
Posted on 01-22-11 03:43 PM Link | Quote | ID: 139266


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One thing I always quite wondered about, though, is how the investment costs on smartphones can be smaller and the audience reached can be larger than on PC (same thing going for consoles etc.).

Am I just being old-fashioned there?

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boingboingsplat
Posted on 01-23-11 03:12 AM Link | Quote | ID: 139275


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Posted by blackhole89
One thing I always quite wondered about, though, is how the investment costs on smartphones can be smaller and the audience reached can be larger than on PC (same thing going for consoles etc.).

Am I just being old-fashioned there?

Markets on mobile platforms seem to be much more spur of the moment, it's not that often that you look for a specific game on a mobile app, its more you browse through the market and pick something that takes your fancy. You have a better chance of being discovered at random, as most PC games are specifically spread via word of mouth or advertising. (In my experience, at least.)

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knuck
Posted on 01-23-11 03:33 AM Link | Quote | ID: 139277


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Posted by boingboingsplat
Posted by blackhole89
One thing I always quite wondered about, though, is how the investment costs on smartphones can be smaller and the audience reached can be larger than on PC (same thing going for consoles etc.).

Am I just being old-fashioned there?

Markets on mobile platforms seem to be much more spur of the moment, it's not that often that you look for a specific game on a mobile app, its more you browse through the market and pick something that takes your fancy. You have a better chance of being discovered at random, as most PC games are specifically spread via word of mouth or advertising. (In my experience, at least.)
That and you're appealing to a public of pretty much everyone, as opposed to gamers (even if hardcore) for console/pc. Everyone from jocks to geeks buys mobile games.
Also piracy kills pc gaming.

Xenesis
Posted on 01-28-11 04:41 AM Link | Quote | ID: 139366


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I am impressed by the very, very clean art style.

While I don't have the means to play it short of stealing from my sister, congratulations on making the foreground distinguishable from the pretty background elements.

It does remind me of Bit.Trip.Runner a lot though

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