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Well, I got a ton of work done on the Interactive Buddy mobile app. The default multitouch interaction mode is completely coded.

Right now, there are three ways to interact with the buddy on your phone. With one finger, if you touch the buddy and then drag it around, you grab the buddy. (You can fling him into the air if you want, or smash him into the walls, etc.) If you instead take that finger and press outside of the buddy and continue holding, your finger becomes solid and you can hit the buddy (just like the Fist item in the Flash version). And finally, if you just tap anywhere on the screen, you cause an explosion, exactly like the Explode at Mouse item in the Flash version.

And, the cool thing is, the above behavior is for ONE finger. But you can use more than one finger at a time, and these actions will trigger independently. So you can, for example, grab the buddy's arm with one finger, hold him in the air, and use another finger to hit him. Or you can grab his right arm with one finger, his left arm with another finger, hold him up in the air and stretch him out, then start making explosions with a third finger, causing the buddy to spring back and forth from the force of the shockwaves.

If anyone has any other suggestions that would be especially fun for multitouch/mobile devices, I'd love to hear them. Right now the basic behavior is great and very fun, but it definitely needs more to justify a $2 or $3 price tag.

Certainly I need to get the buddy behavior in next, along with the text display and conversation system I talked about earlier.

Also, hopefully I'll get a video of me interacting with the mobile app up soon. (I'm testing it on a Palm Pre but the code should compile just as easily for an iPhone/iPod just by selecting that as the target device.)
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:iconjjdavis699:
jjdavis699 Featured By Owner Feb 27, 2011
is this on android yet because i can't see it in the market?
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:iconxdb5:
XDB5 Featured By Owner Oct 16, 2010
i thought--well think its a cool game but sometimes i feel
sorry for him
anyway umm how do u make a game?
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:iconshock-value:
shock-value Featured By Owner Oct 16, 2010
lots of brainstorming and coding
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:iconbritt-davis:
Britt-Davis Featured By Owner Oct 14, 2010
Any chance you could get this app on the Nokia Ovi store?

I wish I had an ipod/iphone, but I just can't afford it.
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:iconshock-value:
shock-value Featured By Owner Oct 14, 2010
Hmm... I don't see that listed on the AirplaySDK platform page. If they ever support it I will definitely deploy to it, assuming it's easy enough to get it listed in their store.
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:iconbritt-davis:
Britt-Davis Featured By Owner Oct 14, 2010
Ok.

If not, I might get a new phone eventually.
If I ever get money.
or a job.
or a car.
or a license.


...


Damn.
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:icondamo566:
damo566 Featured By Owner Oct 14, 2010
Does the IPhone know if it's being spun?
Also yay spam muro
deviantART muro drawingComment Drawing
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:iconshock-value:
shock-value Featured By Owner Oct 14, 2010
I think the newer ones have a gyroscope, yeah. I'm not sure if I'm going to use it or not, though, since I don't think people want to spin their phones to interact (would be risky if they dropped it :) )
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Oct 14, 2010
So I guess you use Air or something?
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:iconshock-value:
shock-value Featured By Owner Oct 14, 2010
Nah I am coding in C++ (I ported the buddy physics over pretty much line for line from the ActionScript, and since I was using the Alchemy port of Box2D for the Flash version anyway, it translated exactly and looks the same on both versions). I'm using a library called AirplaySDK which should allow me to release on iPhone, Android, WebOS, etc with no extra work.
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Oct 14, 2010
Heh I see, good framework I guess :) Confused me a little at the beginning as all platforms seem to use different technologies at core. Did not knew that all of them allowed c++ in(iOS check, Android only heard, WebOS did not heard at all they allowed it).
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:iconshock-value:
shock-value Featured By Owner Oct 14, 2010
Yeah I actually am using a Palm Pre (webOS) to test. Initially they didn't have the tools to deploy native C++ but they do now. So far it's been a very good experience with Airplay. Some quirks, but so far nothing insurmountable.

What really surprises me is that apparently Microsoft isn't allowing C++ development on Windows Phone 7--you have to use C#. I really like C# as a language but I can't believe that they would force game makers to recode their games in it, especially as a company with so much experience dealing with game studios. Hopefully they will allow it down the line sometime just like the other phone OS makers.
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Oct 15, 2010
I think they will allow it later in some form, its same with their XNA/.net stuff which is mostly for .net languages but allows having C++ too in forms of managed c++ or C++/CLI. I mean they do allow C++ in to XBOX, I don't think they will purposely miss all those C++ developers and projects... They kind of need to get good amount of apps/developers for new platform to make it a worthy competitor.
Thought after all the sh** that Apple was trying to force on people I am not sure in such things... May be MS will go the way of Apple and will be forcing their own technologies on users and developers... And probably will get same story again of EU and US commissions starting anti-trust investigations because of that.

So I guess in the end C++ will get there one way or the other. There for example can be compilers of C++ to C# compatible stuff like they do for iOS with some unallowed stuff like Flash.
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:icondark-link1133:
Dark-Link1133 Featured By Owner Oct 12, 2010
umm guns?

and what about shaking it?
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:iconshock-value:
shock-value Featured By Owner Oct 14, 2010
Hmm I'm not sure how guns would work with multitouch and limited screen size.

Shaking is something I'm definitely working on implementing though.
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:icondark-link1133:
Dark-Link1133 Featured By Owner Oct 14, 2010
two touch shooting idea

one touch for the placement and the other is your angle
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:iconshock-value:
shock-value Featured By Owner Oct 14, 2010
Hmm... that might work. I'm thinking not so much bullets, but a directed shockwave type thing that will blast the buddy back when he gets hit. Good tip!
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:icondark-link1133:
Dark-Link1133 Featured By Owner Oct 14, 2010
its what friends are for
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:iconlaticercx:
LaticerCX Featured By Owner Oct 12, 2010
perhaps maybe a tilt feature to distort gravity?
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:iconshock-value:
shock-value Featured By Owner Oct 12, 2010
:) That's already in. As you rotate your phone, the gravity automatically rotates as well. So you can flip it around and watch the buddy fall from the ceiling (which used to be the floor) and hit the new floor (used to be the ceiling).
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:iconlaticercx:
LaticerCX Featured By Owner Oct 12, 2010
ah okay what about when you shake the ipod?
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:iconshock-value:
shock-value Featured By Owner Oct 12, 2010
That's a good point. I think in "theory" it should work fine, since whatever force your phone is feeling from the world should translate directly into the force applied to the buddy.

However, in practice, it doesn't. I think the sensor (in the Pre anyway) just doesn't pick up on extreme movements. I'm going to try to code it so that the game can figure out when you are doing extreme movements with the phone and apply an exaggerated force to the buddy, so that shaking the phone is indeed fun.

So that's definitely a good suggestion that I'll be working on.
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:iconlaticercx:
LaticerCX Featured By Owner Oct 12, 2010
ah i see, maybe an earth-quake?
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