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The iPad/iPhone/iPod Touch Gaming |OT2| Part II

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Psy-Phi said:
Not sure, but I do know that Shanghai Mahjong is real mahjong, and it's got retina display support, and is combined iPad iPhone.

http://itunes.apple.com/us/app/shanghai-mahjong/id283619399?mt=8

Plays great, looks wonderful. 99cents.

Mahjong "solitaire" isn't real mahjong.

Mahjong World
Computer Mahjong
HK Mahjong
Mahjong Fairyland

These are 'real' mahjong games. I can't vouch for the quality of any of them, I've only played MJ Fairyland which seems to be the most popular. It used a different rule set to what I was used to though... Not sure if there was the option to change that.
 
Mahjong Police is alright, but limited features, no online, no retina support (or update since I bought it 2 years ago) means it's probably not worth the $4 (the story mode was interesting for about 15 minutes). Unfortunately I haven't yet found a decent mahjong game on iPhone yet.
 
Damn.
Cut the Rope, Pizza Boy, Osmos, Soosiz.

I remember the last time I used to play games on my iPhone this much. It was crazy.
 
BarrenMind said:
Sketchbook Mobile has been discounted for iPhone/iPod from $2.99 to $0.99 - Link

Sketchbook Pro for iPad has been discounted from $7.99 to $3.99 - Link

Has anyone here tried the mobile version? The screenshots look purty and all, but I'm wondering if it's really only usable on the iPad.
There's a demo version under the name SketchBook MobileX, I use it here and there for random crap like drawing on top of pictures to label stuff. It might be enough for what you want to do, just try it out first to see if you even need the extra features in the full one.
 
Burger said:
That's what I'm trying to say. If today's iPhone is similar in resolution to today's iPad, where is the justification for the 200% markup (should a game have Retina Display graphics on the iPhone version) ?

Unless there is a significant difference in feature set, it's a rort (or dishonest to non Antipodeans).


No justification, developer just doesn't get it. All apps should be universal (thats my 60fps). Especially when gamecenter comes to ipad, if you have an ipad and iphone/touch (I'm guessing thats quite a lot of people) you'll want your gamecenter stuff to work across the same game, whether you're playing on ipad or iphone. With two separate games (normal and 'HD' version) that won't work.

Apple IMO should mandate universal apps. If you want HD/ipad native support you add it into the universal app. put the price up if you like. I don't see any iphone HD versions for retina display.
 
mrklaw said:
No justification, developer just doesn't get it. All apps should be universal (thats my 60fps). Especially when gamecenter comes to ipad, if you have an ipad and iphone/touch (I'm guessing thats quite a lot of people) you'll want your gamecenter stuff to work across the same game, whether you're playing on ipad or iphone. With two separate games (normal and 'HD' version) that won't work.

Apple IMO should mandate universal apps. If you want HD/ipad native support you add it into the universal app. put the price up if you like. I don't see any iphone HD versions for retina display.
I don't like the idea of paying extra for my apps because it has an iPad version in it when I don't have any intention of getting an iPad.
 
Has Game Center glitched for anyone else and stopped logging you in automatically?

I'm having trouble with Angry Birds and Cut the Rope, both which happen to use Crystal. When I check the Game Center app and select either of those games, the "Last Played (date)" is a couple days old despite launching and playing both games today. I've had my Crystal account signed in and everything (achievements/leaderboards) was syncing fine before between Crystal/GC, but now when I launch those 2 games it doesn't have the "Welcome Back" message from Game Center anymore. Haven't had this issue with other games.
 
Btw guys, Soosiz is great. Loved the lite version way back, now that it's free I'm getting the full one. Inventive fun 2D platformer, framerate is suuuuuper smooth, easily 60fps. If only more 2D games aimed for this, it is such a pleasure to play.
 
OMG Aero said:
I don't like the idea of paying extra for my apps because it has an iPad version in it when I don't have any intention of getting an iPad.
They could make it an in-app purchase. If Angry Birds is 99-cents for the iPhone, make the upgrade to a universal app optional by making it another 99-cents or $2 or whatever.
 
OMG Aero said:
I don't like the idea of paying extra for my apps because it has an iPad version in it when I don't have any intention of getting an iPad.
That's something developers need to deal with.
Steam Play has the same thing going on - pay for one game, get both PC and Mac versions (if you want).

Putting two and two together, I think what it basically boils down to is this:

The iPhone/iPod touch platform is massive compared to the iPad platform. If you get in the charts on this platform, you stand to make craploads of cash, but to stand a chance of getting in the charts, you're going to have to price your app aggressively.

The iPad platform, otoh, is small, and devs want to price their apps higher to get a decent amount back for their investment. At the same time, if an app is mega-popular on the iPhone side, they can release an "HD version" and get your cash plus alpha, again.

Ignoring the separate version issue, there is still a price conflict for developers. Add on to that the fact that a universal app would be bigger than an SD iPhone app, as it includes HD assets, thus making it harder to fit in the 20 MB 3G limit. It's a quandary, for sure.

However, there's a certain amount of developer intelligence we can expect, and some developers are clearly going down the "make as much cash as possible" route, and when that is transparent, I refuse to take part.

It might be worth starting a thread to debate this properly, and get dev input. Anyone up for that?
 
WordAssassin said:
They could make it an in-app purchase. If Angry Birds is 99-cents for the iPhone, make the upgrade to a universal app optional by making it another 99-cents or $2 or whatever.
There was one game (I forget what it is), that actually did a similar thing for HD graphics, except the HD graphic pack is free anyway. They just wanted the base version to fit in the 20 MB limit, I think.
 
Reese-015 said:
Wow, Heroes Lore is out already! Looks great, (it's $5.99) putting it on my wishlist (Appshopper is soo good).

Not coming up on the app store search for me, have a link?
 
OMG Aero said:
I don't like the idea of paying extra for my apps because it has an iPad version in it when I don't have any intention of getting an iPad.
So we have our first game out on iphone at standard res. What would be the way to go?

1. changing it to an universal app next version and charge extra price for hires content as InApp Purchase
2. Making an extra HD version (universal too) for iphone4/ipad

It is kind of a strange situation. many people seem to gladly pay 3-4 the price for a HD version, but they may find it strange just to pay $.99 extra just to get hires graphics.
 
You want to hear about fragmentation?

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Across Age, Across Age DX, Across Age HD.

Three downloads - normal, retina, iPad. Three prices. Yuck.
 
I had an email about the new apple tv, a shame they didn't go with app playback on the new version it would have been awesome even if you had to blutooth your idevice as a controller, quite a few games would be great to play on the big screen.
 
WordAssassin said:
They could make it an in-app purchase. If Angry Birds is 99-cents for the iPhone, make the upgrade to a universal app optional by making it another 99-cents or $2 or whatever.

I think a developer for Neuroshima Hex mentioned that an In-App Purchase cannot be feature-based, only content-based. New levels, skins, items, - all ok. Pay for Multiplayer, Fixes, etc. - big no-no, that's why I'm wondering how did they manage to put Across Age DX on App Store.
 
quetz67 said:
So we have our first game out on iphone at standard res. What would be the way to go?

1. changing it to an universal app next version and charge extra price for hires content as InApp Purchase
2. Making an extra HD version (universal too) for iphone4/ipad

It is kind of a strange situation. many people seem to gladly pay 3-4 the price for a HD version, but they may find it strange just to pay $.99 extra just to get hires graphics.
What on earth would be the point of making the HD iPad app universal? Then nobody would buy the standard iPhone version of the app, they'd just buy the universal iPhone/iPad app and the stand-alone version would suffer a pointless, redundant existance.

NinjaTown: Tree of Doom did it almost right. They have a normal app, and it fits under the 20MB 3G limit. Then they have a free in-app purchase you can get if you want that gives the game Retina Display graphics. The place where they failed is that they have a seperate Tree of Doom HD app for the iPad.

If you're going to make your app into two apps, one for the iPhone/iPod and one for the iPad, the only, ONLY way I would ever consider spending money on the iPad version after buying the iPhone version would be if there was exclusive content or gameplay additions due to larger screen real estate. If Angry Birds HD was the iPhone game in HD, plus a new world with huge levels only possible on the iPad's big screen, I could see charging extra for it. But it's the same exact fucking game, upscaled, and sold for 4X the price. That is doing it wrong. That is being greedy.
 
WordAssassin said:
What on earth would be the point of making the HD iPad app universal? Then nobody would buy the standard iPhone version of the app, they'd just buy the universal iPhone/iPad app and the stand-alone version would suffer a pointless, redundant existance.
universal, so both iphone 4 and ipad users can use the same version, while "classic" iphone users could still download the cheaper "lowres" version.
 
McBacon said:
You want to hear about fragmentation?


Across Age, Across Age DX, Across Age HD.

Three downloads - normal, retina, iPad. Three prices. Yuck.

We've been discussing that the last few pages. Yea, so don't buy it. This is what they added to the DX version:

Exclusive DX features:
➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠➠
✓ Pixel Perfect HD Graphics
++ first 2D JRPG with iPhone4 Retina support!

✓ New Dungeon, New Boss
++ more playtime, more fun!

✓ Much Improved Battle System
++ whole new gameplay experience!

✓ HD Anime Cut-Scenes

So it's not a straight port of the other copies. If you don't like the idea of developers getting paid for new content in this way, then don't buy it. I'm assuming you aren't, but I do want to support this developer even if I'm not fond of paid updates, they're better than nothing.

In reality, the above is not all that different than Square re-releasing FF1 & 2 on the PSP, except for the duration of time between the NES and PSP releases... Square's new copies are the same game with a few extras and added resolutions, though you could argue the iPhone 3G and iPhone 4 are a bit closer together in hardware than the NES and PSP, but the arguments still there.

Perhaps it is even closer to the God of War HD remakes (or SotC, or BG&E HD, or any other number of HD remakes), since the originals run on the PS3 as well as the new HD copies, which are paid, not free updates.
 
OMG Aero said:
I don't like the idea of paying extra for my apps because it has an iPad version in it when I don't have any intention of getting an iPad.
That some iPhone games with HD updates cost less than the iPad versions when both have the same content, is also annoying.
 
quetz67 said:
universal, so both iphone 4 and ipad users can use the same version, while "classic" iphone users could still download the cheaper "lowres" version.
I guess, but.. that still seems like a waste to me. Especially since going forward, everything, I mean everything iPhone or iPod Touch is going to be Retina Display.

It's like someone else said, at this point, the iPhone 4 and the iPod Touch G4 is the flagship tech. All games, going forward, should release with that in mind, and have Game Center and Retina Display graphics from the get-go. This isn't Twilight Princess, we don't need multiple versions of the exact same game with the only difference being graphical resolution. Just have it all in one app. iTunes knows which version to sync onto which iDevice you have.
 
Had the Castlevania game glitch out on the first fight. I got the zombie down to 3 hp and proceeded to perform chains for like 30 minutes while I watched a movie, and he never died. What a drag.
 
Hey, stopped following iPhone gaming and I know there are tons of new games everyweek.

Can anyone name some of the great hardcore games from the last months? More the type of 3d games Gameloft makes, less Words with Friends or Doodle Jump.
 
So does anyone notice a huge battery decrease from Cut the Rope? I dropped 30% in a hour, and my phone wasn't even on. I had it running in the background, so I exited out of it and it still dropped quick. It wasn't until I turned my phone off then back on, did it seem to be normal again. I just mentioned the game because I installed it yesterday and thats the first time I noticed the problem. I have Peggle running in the background, no problem.
 
Apesht Mcfckface said:
So does anyone notice a huge battery decrease from Cut the Rope? I dropped 30% in a hour, and my phone wasn't even on. I had it running in the background, so I exited out of it and it still dropped quick. It wasn't until I turned my phone off then back on, did it seem to be normal again. I just mentioned the game because I installed it yesterday and thats the first time I noticed the problem. I have Peggle running in the background, no problem.

hmm, now that you mention it my phone did die the other day for the first time ever, and it was the second day i had it on my phone...mysteries!
 
Apesht Mcfckface said:
So does anyone notice a huge battery decrease from Cut the Rope? I dropped 30% in a hour, and my phone wasn't even on. I had it running in the background, so I exited out of it and it still dropped quick. It wasn't until I turned my phone off then back on, did it seem to be normal again. I just mentioned the game because I installed it yesterday and thats the first time I noticed the problem. I have Peggle running in the background, no problem.
Games can't run in the background in iOS.
 
Apesht Mcfckface said:
the background process where things pause until you return to them, takes up ram, which uses the battery. This was introduces with IOS4.

Things being in RAM doesn't use battery power, unless you close out of every app you launch, you'll fill the 512 megs in no time anyway, it's probably something else going on. You're supposed to deplete you phone battery to 0% and then charge it to 100% every single month, to recondition it, perhaps it's just that.
 
Minsc said:
Yea, I guess it has it quirks, but I mentioned it because it reviewed pretty well, and they said Zenonia had to improve to beat it. Zenonia's framerate is god awful, so if nothing else, AA has it beat there. But yea, there's some quirks, and combat is done differently, so you may not like it.
Tried out one of the light versions last night, kinda pulled the same impressions I did from the video. The game just feels really cheap, despite it running technically better than zenonia. The constant 2 frame walking animation really bugged me more than anything. I'm all for supporting 2D action RPGs on iOS, but I want to support the good quality efforts.

I'm super excited for Heroes Lore though, that game looks well done. I'm going to get it as soon as I'm done with zenonia 2.
 
Liu Kang Baking A Pie said:
Games can't run in the background in iOS.
They can continue running for 10 minutes if they ask for it, or do something like declare themselves as background apps for audio or location (VoIP is the only other true background process) but I doubt that's happening.
 
japtor said:
They can continue running for 10 minutes if they ask for it, or do something like declare themselves as background apps for audio or location (VoIP is the only other true background process) but I doubt that's happening.
All that usually doesn't get approved as well unless there's a specific reason for background operations. Apple is very picky with that stuff.
 
Pocket Frogs is inexplicably addicting. My wife and I take turns playing and have very different goals (she wants to see new and interesting frogs, I'm trying to breed higher and higher value frogs, level up and make tons of money). So there's some tension there, but it's all good. What an awesome free game.
 
Apple's 'multitasking' is stupidly crippled to the point where it barely deserves the name. Except for a couple of less-than-useful exceptions, their idea of multitasking is the equivalent of picking up your DVD remote, hitting pause, putting the remote down, picking up the bowl of popcorn, grabbing a few mouthfuls, putting the bowl down, picking the remote back up, and hitting play to resume the movie. And repeating this sad exercise every time you want more num-nums.

Sorry Apple, I want my cake and to eat it too. Or in this case, enjoy my movie and popcorn simultaneously.

Real multitasking requires a jailbreak, and it's a key reason why I can't ever go back to Apple's stock firmware.

That said, I bumped into this while browsing Cydia:
http://forums.toucharcade.com/showthread.php?t=68035

Can this be legit, or is it a silly placebo type thing?
It claims to enable full screen retina display resolution upscaling of select (and an ever increasing number of) mostly 3D games which have yet to be, or will never be upgraded with retina graphics. It seems to unsurprisingly break hardcoded 2D GUIs, though.

Seems like the dev is updating it pretty consistently and working on the broken GUI issues. Notable compatibility mentions include SFIV, PES, Sonic 4, Zombie Infection, and a bunch more listed in the thread. The dev has mentioned eventually building an interface that'll include game-specific toggles and a global upscaler that can be turned on/off for those games not natively supported.

Seems like an interesting development if it actually works.
On the one hand, I'd tend to think that apps would need to be recompiled with retina-friendly assets to really benefit. But on the other, I know that upscaling is technically possible. Doesn't the 360 have a nice upscaler for 480p DVDs played on HDTVs? And the Wii's Virtual Console upscales classic games to 480p, no?

Not technical enough to know what this dude is doing, and how effective it really is...
 
Apesht Mcfckface said:
This is the same as the Wii version? I didn't like it too much, but never gave it a good chance.

It is the same base game, but touch control most certainly improves things. Much more useable than the tilt on the Wii.
 
Apesht Mcfckface said:
This is the same as the Wii version? I didn't like it too much, but never gave it a good chance.
Essentially, but it has exclusive content available as an in-app purchase. It has both touch and waggle controls, and includes the 3 stages of the Wii version as well as 3 new ones (aforementioned DLC) based on music from other Bit.Trip games. Void, I think.

It's a good conversion and fits the iDevice platform well, IMHO. I think I paid $2 for the app and another $2 for the 3 extra stages. I didn't then nor now feel like I got ripped off.
 
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