A few more

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Dave

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Jul 9, 2009, 2:28:21 AM7/9/09
to Armor Alley
1) The drop bombs and paratrooper buttons rapid fire too easily - I'd
request that either the rapid fire be decreased (maybe 25% - just
enough so you don't accidentally drop more than one when you simply
tap the button) or removed altogether (or maybe an option?)
2) Looked at the manual a bit - seems to have some grammatical errors
and still has references to the original game (talking about using
Space to drop paratroopers). I'm really good with grammar/spelling -
if you want, I can proofread it if you send me the full copy.
3) I just played around with the effects slider and caused the game to
crash. After I relaunched, my save state was gone (I was on level 2,
but I returned to level 1). Music was at 100%, but after playing
around with the slider a bit, playing for a second, then scrolling
around in the options, the slider moved down to about 35% (though the
value still said 100%), and the music faded out. Then while typing
this, the phone went into sleep mode, and when I woke it up, the music
slider was grayed out again. I tried reproducing the crash but
haven't been able to so far.
4) The Player, Difficulty, and Level settings are not selectable/
adjustable - is that how it's supposed to be for now?

-Dave

Dave

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Jul 9, 2009, 2:36:31 AM7/9/09
to Armor Alley
Ugh, nvm about #4 - I'm a dumbass - I wasn't able to select them
because I was in the middle of a game already (maybe have a popup
message show up when a user tries to tap on those settings while in
the middle of a game?). And I figured out how to create a new player,
though I'd recommend maybe making the name/Player listing the button
to select the player instead of having that button in the upper left.

Also, another suggestion would be to open up all levels for all
difficulties for testing, so we can jump around to test various
features.

Arthur Britto

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Jul 9, 2009, 3:16:30 AM7/9/09
to armor...@googlegroups.com
Hi Dave,

On Wed, 2009-07-08 at 23:28 -0700, Dave wrote:
> 1) The drop bombs and paratrooper buttons rapid fire too easily - I'd
> request that either the rapid fire be decreased (maybe 25% - just
> enough so you don't accidentally drop more than one when you simply
> tap the button) or removed altogether (or maybe an option?)

I completely agree. I have been wondering about what to do about this
for some time. I think the problem is the touch interface.

I want to allow people to rapid fire and I want to allow people to
single fire.

The thought I just had is perhaps, tapping directly on the icon is
continual fire and tapping off the icon (too the sides) would be single
fire?

> 2) Looked at the manual a bit - seems to have some grammatical errors
> and still has references to the original game (talking about using
> Space to drop paratroopers). I'm really good with grammar/spelling -
> if you want, I can proofread it if you send me the full copy.

Full copy on the way. It is in wikipedia format.

> 3) I just played around with the effects slider and caused the game to
> crash. After I relaunched, my save state was gone (I was on level 2,
> but I returned to level 1). Music was at 100%, but after playing
> around with the slider a bit, playing for a second, then scrolling
> around in the options, the slider moved down to about 35% (though the
> value still said 100%), and the music faded out. Then while typing
> this, the phone went into sleep mode, and when I woke it up, the music
> slider was grayed out again. I tried reproducing the crash but
> haven't been able to so far.

Interesting, I'll take a close look at this.

I was planing on making Armor Alley more robust to crashes, but it
extremely rarely crashes on me. If tester continue to have problems,
I'll make this a priority.

> 4) The Player, Difficulty, and Level settings are not selectable/
> adjustable - is that how it's supposed to be for now?

I see you figured this out in your next e-mail.

Thank you,

-Arthur


Arthur Britto

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Jul 9, 2009, 3:22:29 AM7/9/09
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Hi Dave,

On Wed, 2009-07-08 at 23:36 -0700, Dave wrote:
> Ugh, nvm about #4 - I'm a dumbass - I wasn't able to select them
> because I was in the middle of a game already (maybe have a popup
> message show up when a user tries to tap on those settings while in
> the middle of a game?).

Added to my to do list. :)

> And I figured out how to create a new player,
> though I'd recommend maybe making the name/Player listing the button
> to select the player instead of having that button in the upper left.

I don't understand.

> Also, another suggestion would be to open up all levels for all
> difficulties for testing, so we can jump around to test various
> features.

Create a player named "wizard" in all lower case without the quotes.
Look below the achievements for an additional option too. This easter
egg is subject to change without notice.

Thanks again,

-Arthur


David Markowitz

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Jul 9, 2009, 3:40:32 AM7/9/09
to armor...@googlegroups.com

On Jul 9, 2009, at 12:16 AM, Arthur Britto wrote:

>
> Hi Dave,
>
> On Wed, 2009-07-08 at 23:28 -0700, Dave wrote:
>> 1) The drop bombs and paratrooper buttons rapid fire too easily - I'd
>> request that either the rapid fire be decreased (maybe 25% - just
>> enough so you don't accidentally drop more than one when you simply
>> tap the button) or removed altogether (or maybe an option?)
>
> I completely agree. I have been wondering about what to do about this
> for some time. I think the problem is the touch interface.
>
> I want to allow people to rapid fire and I want to allow people to
> single fire.
>
> The thought I just had is perhaps, tapping directly on the icon is
> continual fire and tapping off the icon (too the sides) would be
> single
> fire?
>

I'm not sure that's the best idea - I think that would require too
much precision on the player's part. So there's no way to adjust how
quickly buttons fire?

David Markowitz

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Jul 9, 2009, 3:43:23 AM7/9/09
to armor...@googlegroups.com

On Jul 9, 2009, at 12:22 AM, Arthur Britto wrote:

>
> Hi Dave,
>


>> And I figured out how to create a new player,
>> though I'd recommend maybe making the name/Player listing the button
>> to select the player instead of having that button in the upper left.
>
> I don't understand.
>

In the options screen, there are three bars for user name, difficulty,
and level. The bars for difficulty and level also act as buttons to
change their settings. My suggestion is to do the same for the user
name bar - change that into a button as well and get rid of the Select
button in the upper left corner.

>> Also, another suggestion would be to open up all levels for all
>> difficulties for testing, so we can jump around to test various
>> features.
>
> Create a player named "wizard" in all lower case without the quotes.
> Look below the achievements for an additional option too. This easter
> egg is subject to change without notice.

ah ok, thanks.

Arthur Britto

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Jul 9, 2009, 4:12:53 AM7/9/09
to armor...@googlegroups.com

I could let the buttons fire every other turn, or delay the second shot.
This would limit the maximum fire rate / bail out rate.

I have been considering this.

I think what I will do is delay the second fire.

Thanks so much for pushing on these items. Although, I may have
considered these issues before, it really helps to have a little push to
fix something I'm not sure need fixing.

-Arthur


Arthur Britto

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Jul 9, 2009, 4:22:44 AM7/9/09
to armor...@googlegroups.com
On Thu, 2009-07-09 at 00:43 -0700, David Markowitz wrote:
> On Jul 9, 2009, at 12:22 AM, Arthur Britto wrote:
> >> And I figured out how to create a new player,
> >> though I'd recommend maybe making the name/Player listing the button
> >> to select the player instead of having that button in the upper left.
> >
> > I don't understand.
> >
> In the options screen, there are three bars for user name, difficulty,
> and level. The bars for difficulty and level also act as buttons to
> change their settings. My suggestion is to do the same for the user
> name bar - change that into a button as well and get rid of the Select
> button in the upper left corner.

Interesting.

The button in the top, left is a "back" button. Hence, the arrow like
shape.

This gets rid of one button in the "Campaign" View, but will introduce a
new one in the nested "Select Player" view.

Basically, this will invert the index of players. This is very much
against the drill down suggested in the human interface guide lines.

I need more convincing. :)

Thank you,

-Arthur


David Markowitz

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Jul 9, 2009, 11:28:18 AM7/9/09
to armor...@googlegroups.com
Hmmm.. I'm not sure if you understood what I was saying - why would it introduce a new button in the Select Player screen?  And why would it invert the index of players?
I've attached a screenshot with notes showing what I was takling about.  You're basically moving the functionality of the Select Player button into the Player bar.  The Select Player screen would remain the same.  Seems like it would be a simple change, but maybe I don't know enough about how Xcode's UI dev tool works - wouldn't you just make the Player bar a button and link the code for the Select Player button to the Player bar (and then delete the Select Player button)?



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




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David Markowitz

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Jul 9, 2009, 11:34:26 AM7/9/09
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When you say let the buttons fire every other turn, did you mean fire every other tap?  Or every other internal game cycle?  If you meant the former, then yeah your option of delaying the 2nd shot would probably work better.  It's rarely a good idea to make a button non-functional half the time.

No problem on pushing it.  If I feel a feature/issue needs addressing (or I simply don't understand enough about how it works), I'll make myself heard. :)


:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




Arthur Britto

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Jul 9, 2009, 5:14:18 PM7/9/09
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Hi,

On Thu, 2009-07-09 at 08:28 -0700, David Markowitz wrote:
> Hmmm.. I'm not sure if you understood what I was saying - why would it
> introduce a new button in the Select Player screen? And why would it
> invert the index of players?
> I've attached a screenshot with notes showing what I was takling
> about. You're basically moving the functionality of the Select Player
> button into the Player bar. The Select Player screen would remain the
> same. Seems like it would be a simple change, but maybe I don't know
> enough about how Xcode's UI dev tool works - wouldn't you just make
> the Player bar a button and link the code for the Select Player button
> to the Player bar (and then delete the Select Player button)?

If "Player" was like "Difficulty" and "Level", it would have disclosure
arrow on the right.

Clicking on the cell would slide a "Select Player" view in from the
right. This new view would have a back button of "<Campaign]".

So, basically, you've swapped the two pages. And as a result, you break
the drill down metaphor that is so common in iPhone apps. Where you go
from the most general to the most specific.

Hope this make sense.

Thank you,

-Arthur

David Markowitz

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Jul 10, 2009, 12:31:47 AM7/10/09
to armor...@googlegroups.com
Ok, I see what you mean.  But couldn't the screen instead just go back to the left when you select your user name? 
Of course you'd have to move the arrows pointing right to the left side, pointing left, like this:
< Dave
< Mobile User



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




Arthur Britto

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Jul 10, 2009, 12:53:16 AM7/10/09
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Hi Dave,

On Thu, 2009-07-09 at 21:31 -0700, David Markowitz wrote:
> Ok, I see what you mean. But couldn't the screen instead just go back
> to the left when you select your user name?

Apple sometimes does not approve apps which do not follow their
guidelines. So, I am trying to pay close attention to their guidelines.

Apple recommends going from the abstract to more specific:

http://developer.apple.com/iphone/library/featuredarticles/ViewControllerPGforiPhoneOS/UserInterfaceDesignPatterns/UserInterfaceDesignPatterns.html#//apple_ref/doc/uid/TP40007457-CH3-SW1

In Armor Alley this is: campaign mode > choose player > choose player
options

> Of course you'd have to move the arrows pointing right to the left
> side, pointing left, like this:
> < Dave
> < Mobile User

Apple does not provide left facing disclosure icons. This would be
counter to the rest of the apps.

Thank you,

-Arthur


David Markowitz

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Dec 29, 2009, 6:22:00 PM12/29/09
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Hey
Just wondering if there are any updates - when are you planning on releasing the game?

Did you see the new AA copy that just came out - Armor Raiders?  Some little changes here and there and very different graphics, but more or less the same game.  Selling for $2 (with a lite version).

Arthur Britto

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Jan 2, 2010, 1:56:08 PM1/2/10
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Hi Dave,

I haven't taken a close look at that clone yet.

I talked to a publisher and they were will to publish Armor Alley if I
added a multiplayer and a few other changes.

I'm hoping to make a decision about what to do next in March.

Cheers,

-Arthur

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David Markowitz

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Jan 2, 2010, 2:15:25 PM1/2/10
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March?  Why so far off?  Busy with other stuff?  Or do you mean you're working on those additions/changes and hope to have them finished by March?



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




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Arthur Britto

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Jan 2, 2010, 2:30:55 PM1/2/10
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On Sat, 2010-01-02 at 11:15 -0800, David Markowitz wrote:
> March? Why so far off? Busy with other stuff? Or do you mean you're
> working on those additions/changes and hope to have them finished by
> March?

I am working on my research while I consider the prospects of further
investment in the seemingly over saturated iPhone market.

-Arthur


David Markowitz

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Jan 2, 2010, 2:53:08 PM1/2/10
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I agree the market has become quite saturated.  But it would be a shame if you didn't release the game, even if it meant doing it on your own w/o the MP.  I mean it's basically finished now right?  It doesn't cost anything to release it as is, right?  Or what about looking into using a different publisher?



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




Arthur Britto

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Jan 4, 2010, 1:47:49 PM1/4/10
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Hi Dave,

On Sat, 2010-01-02 at 11:53 -0800, David Markowitz wrote:
> I agree the market has become quite saturated. But it would be a
> shame if you didn't release the game, even if it meant doing it on
> your own w/o the MP. I mean it's basically finished now right? It
> doesn't cost anything to release it as is, right? Or what about
> looking into using a different publisher?

Yes, it is basically done for a version without multiplayer. I need to
make a few changes and have a final round of testing.

I don't expect any costs other than maintaining the web site.

I'm not really interested in investing efforts into another publisher.

Cheers,

-Arthur


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