Spark Control, newly released, Featured by TiPB

8 Jul 2011: Feature by TiPB
http://www.tipb.com/2011/07/08/updated-iphone-ipad-apps-friday-july-8/
Spark Control, physics strategy game with unique tools and concepts
Free at the iTunes store:
http://itunes.apple.com/app/spark-control/id445894956?mt=8
YouTube:
http://www.youtube.com/watch?v=zPcg-mxw88Q
What's different about Spark Control?
16 tools like pneumatic tubes, magnets, float, and grow bars
Personal tool box for infinite play variation
Earn tools to replay levels
Detailed statistical tracking = achievements
Save, return, and tweak each level
Object of game:
Get the Spark to the Inventor's box.
Gather 3 Energy Suns on each level
Aim for long run times.
How you play:
Make a plan
Choose your tools
Calculate angles and speed.
Drag, tap and turn tools
Features:
48 progressive levels
12 free levels
Compare stats with competitors
20 OF and GC achievements coming soon

Thanks to the Corona team, and many contributers to the forums
for ideas and sample code.
Sincerely,
Edward Keyser and The Spark Control Team
TriSail Enterprises, a family business developing mobile apps
EdwardK@TriSail.net 512 755 0089

@Edward,
the game is amazing, I guess if you can get a graphic artist to spurce up the images, a bit of GUI polish, the results will be amazing.

The Code part and gameplay is awesome... but unfortunately people buy apps based on the GUI/graphics...

cheers,

?:)

@edward,
not sure if you would like some constructive criticism, but here goes...

1. While you are using Director for transitions, you might want to get rid of the 1 pixel wide scaled Group, which looks like a tear in the graphic.

2. The Hints are good, but there are so many that it makes it difficult to play

3. I know that it is difficult to create the move/rotate, etc but it just works a bit odd and sometime the gear is left behind while the object moves away.

4. Some of the items are confusing as to how they work or what they do.

5. Some images are retina enabled, some are not so the menu button on level select is blurry

6. The menu select gets stuck

7. when you introduce a new object, try to highlight it's use in isolation of with others in an easier level, like a tutorial

and my earlier comments still hold, graphics polish will do it good.

cheers,

?:)

Jayantv,

Thank you for the critique. Appreciate the insightful feedback.
1) How do you do that? I just director:changeScene( "sMenu" , "downFlip") for example and the "tear" is what i get.
2&7) How does one introduce concepts so everyone can get it and not seem overbearing, patronizing or verbose?

Graphics and Gui: we'll revisit.
Thanks again for all the ideas and suggestions.
Edward

@edward,
if you look in director, the code that does the "flip" transition makes the first group as a 0.001 scale and then loads the next scene.

You will have to add this in your code
1. Make the newScene referred to by nextView invisible so that the tear is not seen when the scale is 0.001
2. You will have to manage an onComplete in the first transition to make the currView invisible and the nextView visible to again hide the tear and make the next view visible.

if you have the same version of director as I do and I have not changed any lines (cannot recollect) then this is around line 537.

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showFx = transition.to ( currView, { xScale=0.001, time=fxTime } )
showFx = transition.to ( currView, { x=display.contentWidth*0.5, time=fxTime } )
--
loadScene (newScene)
--
nextView.xScale=0.001
nextView.x=display.contentWidth*0.5
--
showFx = transition.to ( nextView, { xScale=1, delay=fxTime, time=fxTime } )
showFx = transition.to ( nextView, { x=0, delay=fxTime, time=fxTime } )
--
timer.performWithDelay( fxTime*2+safeDelay, fxEnded )
views:1594 update:2011/9/22 9:57:39
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