Showing posts from May, 2014

Super Smash Clash 0.4 Beta

It's finally here! I'm expanding the beta size to 400, so go get testing over at the downloads page . You won't be disappointed. iOS All my free time is now being dedicated to making a Smash Clash port to iOS. This shouldn't be a problem as Corona SDK allows for me to easily compile to iOS. I just need to sign up as an Apple developer and set up an account at TestFlight. Physics Changes From little things like the amount of delay between attacks, to more major things like allowing players to control the direction they fly in when they are hit, the physics in 0.4 has changed the way Smash Clash feels for the better. Here's a list of the major changes Directional influence (when you're hit, you can change the direction in which you "fly") Gravity has been slightly tweaked Freeze frames added in (when an attack is landed, it causes the animation to freeze for a split second) Multiplayer Due to latency, online multiplayer has been r

Problems with too many buttons on touch screen

What I had intended When I first started development on Smash Clash, I originally only wanted two buttons and a joystick. The two buttons would be to "jump" and "attack". Since then, we have split the attack action into two buttons "a" and "b". Intended controls scheme Current controls scheme While 3 buttons has complicated the controls on mobile devices, the problem is now becoming even my challenging, as I begin to add in a shield. This would make for a total of four touch screen buttons. The problem... Too many buttons + not precise screen = user frustration . If there are four virtual buttons on your phone, chances are, you probably aren't going to always hit the ones you were aiming for. This gives you the feeling that the GAME made you lose, not that YOU made you lose. This is an essential part of game development. Make sure each failure is attributed to the player, not the game. This makes the player feel like they n