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Geek Culture / My first iPad FPS game FREE on the app store. Please check it out!

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GOPHER
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Posted: 19th Aug 2012 06:45 Edited at: 19th Aug 2012 06:53
Hi FPSC community I really wanted to say a huge thanks to TGC and FPSCreator developers and users. You have all inspired me to create something that hopefully gives others the same joy of creation that FPSC has given me!

My game [tesseract] has been a labour of love and I feel it's at a stage now where I feel it's good enough start talking about it. It's still a work in progress and it's free for the moment. It uses FPSC models and media and the level editor and segment also has a similar feeling.

It's not as customizable as FPSC but hopefully there is enough functionality that you will all find it usable.

Here is the app store link
http://itunes.apple.com/app/id503003003

This is the link to my thread on FPSC forums

Also checkout tesseractgame.com for more info

Anyways please check it out if you have an iPad.

Thanks

Fluffy Rabbit
User Banned
Posted: 19th Aug 2012 09:16
You have some serious dough to be able to afford the Unity developer's kit for iOS. Then again, it does look like a team project. You know what this reminds me of? Rasterwerks.
Seppuku Arts
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Posted: 19th Aug 2012 12:15
I don't have an iPad, but awesome and congratulations. Well good luck with sales.

Quote: "You have some serious dough to be able to afford the Unity developer's kit for iOS. "


It was released for free for a limited time not so long ago, the indie version at least.

GOPHER
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Posted: 19th Aug 2012 12:46
@Fluffy Rabbit
I've been using the Unity iOS license so it is $400 for that and the version of Unity is free. Also ive been using Blender for my modeling/converting/uv mapping and a second hand PC and Mac, which when they are about a year old they are a quarter of the price.

And thanks for the complement that it looks like a team project!! I wish I had a team working on this, the only help ive had is a friend wrote some music for me.

What you see is about 12months of development, that included learning how to program in unity, working out how to convert and implement the models and textures from FPSC. Learning enough php, cgi, MySQL to get the uploading and downloading working. And building the tesseract.com website, and working a day job.

I'll check out Rasterworks, too thanks.

@ Seppuku Arts
Thanks for the support! It's had about 6k downloads from the app store, but its free at the moment. I'm sure that will stop once I start charging
Dazzag
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Posted: 20th Aug 2012 14:14
Looks really nice. I haven't an iPad yet, only various smaller Apple devices unfortuantly (hard to justify with an Android and a WebOS pad).

Yeah, Unity is pretty awesome. I got it (and the iOS/Android plugins) when they had the Indie version going on a free promotion about 3 or 4 months ago. Right good move that one. I've used GLBasic (and maybe AppGameKit in the future considering I bought it a while back) for several apps in the last year or so, but my next in-development game will be in Unity. A weeks worth of work seems like a couple of months in it. Excellent stuff.

Good luck with your game. It looks excellent. If I was you though I would keep it free always, but work in a way of including in-app purchasing. It's my plan on my next game. First thing I did had a paid version and free version. Somewhere around 5k of downloads on free and only dozens of paid. Not good. Next thing I had only a paid version for a while. Practically no pick up, but the free version got over 10k on WebOS in like practically no time. Switch to free on iOS to test the water for coding updates (and cunningly including in-app purchasing) and it looks like I missed the boat a bit. Even ads don't really pull their weight and annoy everyone. In-app purchasing on an always free product is the way IMHO.

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
Seppuku Arts
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Posted: 20th Aug 2012 14:28
Quote: "If I was you though I would keep it free always, but work in a way of including in-app purchasing."


For that kind of app, I think that's a good idea.

Also, I can concur on the usefulness of Unity3D. I too grabbed the deal, but I have no Apple Mac to test stuff on my iPod Touch and no Android devices either. I am using it for my current project and love it. I seem to see a lot of TGCers trying it out. But I can imagine it's a nice jump from FPSC and DBP also.

Dazzag
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Posted: 20th Aug 2012 15:48
Quote: "I am using it for my current project and love it"
Yeah and when you add plugins it's pretty unlimited with it's potential. Half a day messing with it and creating some C# scripts and I had probably a third of the work done on a game I had been planning. If it wasn't for moving house and stupid things (work) then I would probably have been finished in a week or two. I am talking about something that I had pencilled in for taking up 6 months of my life (my last game took 5 months from start to complete finish) probably looking at more like 2 months. And most of that will probably be polishing.

Ok there is one or two things that I have no idea how to do in Unity whatsoever, and I do now exactly how to do in another language (for example I wrote a high score table that used your scrawled signature rather than a keyboard), but they are rare things that probably aren't really needed in a game. Or don't really add much to it.

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
Seppuku Arts
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Posted: 20th Aug 2012 16:04
Yeah, there's some different concepts to grasp, but can be useful when you figure them out. One thing I figured about a week ago was that you could not only have the public variables of a class displayed in the editor, but a class defined within a class (Inception?), you just need [System.Serializable] to make it work. But damn is it conveninent when you've got an inventory system coded. Might seem trivial, but it makes things simpler. Before I discovered it, my inventory system was more complicated than it needed to be.

Agent Dink
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Posted: 20th Aug 2012 18:46 Edited at: 20th Aug 2012 18:47
Free to play blows. Just charge a fair, reasonable price for the app. I recommend releasing a lite or free to play version parallel that has disabled features. For example. Lite version comes with 10 stock levels and an editor with an entity limit. Or if you prefer the free to play, ship it with 10 stock levels and make all Konstructs thereafter cost in-game credits that can be purchased or earned by getting achievements or releasing your own Konstructs to the public.

That sort of free to play model should boost community participation and will also keep the game from feeling like a money pit if they choose to take that route instead of buying the full version.
Dazzag
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Posted: 20th Aug 2012 19:28 Edited at: 20th Aug 2012 19:29
Quote: "I recommend releasing a lite or free to play version parallel that has disabled features"
Apple are annoying. They move goalposts like no tomorrow. One app I submitted they rejected because it had a quit button (another app I successfully published has a quit button). Another was rejected because the free version basically shouldn't be a free version and should be in-app purchase to upgrade. They are all very vague about such things but they didn't like the idea of limiting the free version (you could only get to a certain point) and then having to buy the full version to go further. Goddamn it. Basically just made the full version free in the end to see how sales went.

Quote: "Free to play blows"
You can't please everyone. But from what I've looked into and articles I've read, basically in-app purchasing can be the best model as long as you balance it correctly. Give them 10 seconds of blasting and then you must pay. Nope. Give them a single level and expect payment for all the other levels. Probably not. But give them a good bit for free, and (importantly) make everything major (or even everything full stop) possible to obtain with a bit of hard work (ie. in-app currency) then you can hopefully get the best balance.

Look at Temple Run. Once they made it free it went ballistic. There is nothing in the game you can't buy by playing it (quite a lot). Instead of paying for items you pay for in-game currency which you can then use to buy the items. Genius. I never bought anything, but I came damn close to just to beat my mates at work (instead played it to death). From the reported money they made it seems like the right choice for that game (was doing badly as a pay for game). Coin Dozer is another with a similar idea. Shove coins basically but you can't start again. Want more coins? Then wait (something like 10 secs for a coin, or 9 minutes if phone is off). Or pay for it. I can't tell you how stupid the game is, but again I came within touching distance of paying for coins to beat a work colleague. And I'm an adult who thinks it's stupid to pay for such things...

You use the right model for the game you are making. But I'm totally going that way in the future if my game would work ok with that method. It's a difficult thing to get the right method, and even harder to balance. But get it right (and of course the game is good!) and it will be a continual cash cow. That's not to mention less work (no seperate trial version) and better for piracy (already free and harder for everyday person to find how to hack it).

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
GOPHER
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Posted: 22nd Aug 2012 09:08
@Dazzag
Thanks for the advice, I'd love to try out any of your games if you have any on the app store. I'm still in 2 minds about the in app purchase, mainly because Ive got no idea how to set it up...

@Dazzag & Sepaku
I'm loving unity! [tesseract] is a game that I never thought I could make. The whole game started as a test if I could do it. And I've been working on it for about 12 months now after hours and I amazed my self that it's even on the app store!! Even if it has bugs

@agent dink
I was always going to release a lite and full version. And the current version is the full version so early adopters won't have to pay in the future. But I really like the idea of using the free version to promote sharing. Something like if you download the free version and create and upload a map within a month you will have access to all the features. And at the end of the month you uploading will be disabled unless you buy the full version... But I'm just thinking out loud.
Dark Java Dude 64
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Posted: 22nd Aug 2012 09:32
Wow, you have me sold, even though it doesn't cost anything. Loading now... From what I have seen here and then the excellent ratings you got, I must say wonderful job indeed! Can't wait to play it tomorrow!

Your signature is being eras
Seppuku Arts
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Posted: 22nd Aug 2012 11:55
Quote: "Even if it has bugs"


You mean unintentional features, right?

The Zoq2
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Posted: 22nd Aug 2012 15:04
This sounds pretty awesome, any chance of an android version?
Agent Dink
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Posted: 23rd Aug 2012 01:38
^THIS^

/caps
Dazzag
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Posted: 23rd Aug 2012 11:26 Edited at: 23rd Aug 2012 11:27
Quote: "I'd love to try out any of your games if you have any on the app store"
They are only simple games made in GLB. Wish I had gone with Unity sooner to be honest. But here they are:-
http://itunes.apple.com/us/app/snake-revolutions/id497176920?mt=8
http://itunes.apple.com/us/app/rotaslider/id425695122?mt=8
http://itunes.apple.com/az/app/rotaslider-free/id431248429?mt=8
Really it's only 2 apps. The last one is a free version of the 2nd one. Here are some promo codes to get the 2nd app (Rotaslider) for free:-

Note my favourite app (Snake) is free at the minute on iOS. I did have a 3rd app which was basically Rotaslider without the cute pets and instead with a load of Bikini babes Apple rejected that one! I was moving country at the time so couldn't really be bothered with apps for a while. You can actually get the Bikini version if you own a HP WebOS device (not TouchPad though). Infact all of them are on WebOS (Snake works on a TouchPad too). I didn't bother with Android because of the lack of sales (except the free version of Snake on WebOS which is around 11k downloads at the minute). Really should market them even a little bit (like the review sites), but with moving country I haven't been that bothered and I'm all exited about my new (Unity) game that is coming along.

Quote: "I'm still in 2 minds about the in app purchase, mainly because Ive got no idea how to set it up..."
I don't know, it seems the right way to me. Yep I have no idea either. My old language (GLBasic) has a plugin someone wrote that supported it. Nice! But then I have moved to Unity which is a load better. Absolute breeze in comparison. But no in-app purchasing. But I would be really surprised if there isn't a plugin you can buy or someone is developing it. I was thinking of SQLite the other day (used to use it in a program I developed a few years ago) instead of XML storage and yep there at least 5 plugins for Unity. Got to love it!

If you did it in Unity then any chance of releasing an iPhone/iPod version? Android would also be ok for me.

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
GOPHER
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Posted: 24th Aug 2012 01:45
Quote: "If you did it in Unity then any chance of releasing an iPhone/iPod version? Android would also be ok for me."


I'm definitely releasing a player only version (the editor is quite unusable in the small format) for iPhone/ipod and that will be 99cents. But not until I've got the iPad to a beta version.

Android, I'm considering but that won't be until the iPhone version is out.

I'll try out your games today, cheers!!!!
Ortu
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Posted: 24th Aug 2012 04:25
This is a cool project, Any chance you could add an option to invert the up/down on the right side control?

GOPHER
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Posted: 24th Aug 2012 07:04
Quote: "This is a cool project, Any chance you could add an option to invert the up/down on the right side control?"


Oh!! of course!!! yep I will definitely try and get that in the next update. I forget that in my day invert was the norm, now not inverted is the norm.
Ortu
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Posted: 25th Aug 2012 04:14
Thanks man, inverted was always the normal for me and it's ingrained.

Also I've noticed that I frequently pick up boxes by accident when moving around because they just get under the controls, you might want to think about excluding object detection under those portions of the screen

GOPHER
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Posted: 25th Aug 2012 05:25
Quote: "Also I've noticed that I frequently pick up boxes by accident when moving around because they just get under the controls, you might want to think about excluding object detection under those portions of the screen"


Yep thanks for reminding me, I'll add a collision mask to stop that.

This is great getting feedback. A lot of these things that I know are are bugs but don't bother me are deal breakers for some people. Especially like the invert look, I've deleted games from my iPad because they didn't have invert option, and now I've forced it on everyone... Ha I'm such a fool...

But is all good!!!!!!
GOPHER
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Posted: 25th Aug 2012 11:09
@ Ortu:
I got a chance today to quickly code up InvertY option in the play menu and fixed the accidentally picking up boxes issue. Luckily it wasn't as hard as I though it was going to be to sort out.

cheers
Jeku
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Posted: 29th Aug 2012 06:17
Quote: "Free to play blows."


Not on iOS where 99% of people are using pirated copies of your game. At least with F2P you can put ads in there or charge for in-app purchases. It's a bit more slimy but at least you're paid.


Senior Developer - CBS Interactive Music Group
greenlig
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Posted: 29th Aug 2012 07:45
Free to play doesn't blow, Pay to win does. There's a big difference. Don't associate F2P with Farmville and the like exclusively, as there is a massive market of games, from Tribes: Ascend (FPS) through to Crossfingers (logical puzzler) and 7 Little Words (word game), that use the F2P model and are still fantastic. There are so many ways to add paid value to a free product that doesn't cripple the experience for players. It's a case of being creative and working out how best to do that.

Greenlig

[href=http://zacduff.com/]ZacDuff.com[/html]
Dazzag
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Posted: 29th Aug 2012 10:11
Personally I think free games with in-app purchases that can all be obtained for free by actually playing the game (eg. Temple Run) are the way to go. You only have one release, you should get a much better download figure, it's better at combating piracy (assuming the in-app purchase loophole is fixed in iOS6), it is good for people who are broke, and for people who have money to burn. Win win IMHO.

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
GOPHER
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Posted: 1st Sep 2012 16:14
Quote: "Not on iOS where 99% of people are using pirated copies of your game"

@Jeku : is that for real?? That kind of freaks me out thinking that many people have jail broken iPads!! And are pirating my game!!

I've got no idea about F2P, in game purchase. I think I'll just put 99c on the game and see what happens...
GOPHER
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Posted: 7th Sep 2012 09:35
Another update has just passed and now you can upload and download levels... YAY!!

Things are still a bit broken sorry about that. But enough is working to do something with it!!

thanks for looking!!!

Here is the app store link
http://itunes.apple.com/app/id503003003

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