LETZ - exploding puzzle action game for MAC/PC/iPad coming October 2012
by Petr Vodak · in Torque Game Builder · 09/15/2012 (5:39 am) · 16 replies
Hi GG and community guys. I would like to share some news about our game.
We are finally nearing release (hopefully in October 2012) of our first game made in Torque2D and iTorque, it's called LETZ.
We describe it as: "Exploding puzzle action game mixed with gathering letters and creating words."
Basically it's match 3 game combined with word game and with some additional features improving gameplay experience.
The game is made in Torque2D 1.7.6 and we are currently porting it to iTorque 1.5 & polishing & debugging (yep, it's nightmare).
See the new trailer here (and switch to HD):
And get to know more info here:
www.letz-game.com
We were working on this game for almost 3 years during our spare time.
Most of the remaining bugs are related to OPENGL (pixel dislocations on different platforms), performance and iPad specific problems (eval, ipad3, schedule, particles etc.).
When the game will be out, we will LOVE to share all the changes we have made to engines, that help us a lot in the development process.
I hope you like it! ;) Any kind of feedback is welcomed.
Thanks for support
We are finally nearing release (hopefully in October 2012) of our first game made in Torque2D and iTorque, it's called LETZ.
We describe it as: "Exploding puzzle action game mixed with gathering letters and creating words."
Basically it's match 3 game combined with word game and with some additional features improving gameplay experience.
The game is made in Torque2D 1.7.6 and we are currently porting it to iTorque 1.5 & polishing & debugging (yep, it's nightmare).
See the new trailer here (and switch to HD):
And get to know more info here:
www.letz-game.com
We were working on this game for almost 3 years during our spare time.
Most of the remaining bugs are related to OPENGL (pixel dislocations on different platforms), performance and iPad specific problems (eval, ipad3, schedule, particles etc.).
When the game will be out, we will LOVE to share all the changes we have made to engines, that help us a lot in the development process.
I hope you like it! ;) Any kind of feedback is welcomed.
Thanks for support
About the author
www.about-fun.com
Recent Threads
#2
09/15/2012 (11:34 am)
Looks very good :)
#3
09/16/2012 (12:43 am)
Very cool.
#4
Now just, please, keep your fingers crossed. We would love to have this working at all iPads (1,2,3) seamlessly and no matter how it's weird, it's truly the biggest challenge. Yep, bigger than gameplay itself :).
09/16/2012 (2:56 am)
Thank you! Now just, please, keep your fingers crossed. We would love to have this working at all iPads (1,2,3) seamlessly and no matter how it's weird, it's truly the biggest challenge. Yep, bigger than gameplay itself :).
#6
09/16/2012 (4:02 pm)
Yep, it is :).
#7
09/16/2012 (4:54 pm)
@Petr,heh sweet! Looking forward to it!
#8
09/17/2012 (6:14 am)
Great trailer! Good luck with the iT2D port - I know your pain!!!
#9
Can you go into any more detail on that one? I've seen what may be a similar thing, but I'm not sure... I may be able to help, there.
Game looks good! Best of luck with the launch!
09/18/2012 (5:20 pm)
re:Quote:(pixel dislocations on different platforms)
Can you go into any more detail on that one? I've seen what may be a similar thing, but I'm not sure... I may be able to help, there.
Game looks good! Best of luck with the launch!
#10
Sure, any help is VERY appreciated.
The problem is, that on different hardware/software (versions of OS) we have different results in terms of pixel positioning. For example on mountain lion and lion OS, we have put some sprites together to form some kind of object. But on snow leopard OS, we have on one side one pixel wide hole along the whole sprites connection. On the other hand, on some windows, there are overlays, so the sprites are moved over each other on their one pixel border line.
If we try to move this object composed of 3 sprites (left, middle and right) over the screen, from left to right, the gap appears on some systems on the sides of the screen, but not in the middle.
We think, that T2D/iTorque engines use perspective projection, not orthogonal and that could be the problem. But there might be something with different opengl drivers/versions. Maybe we are following wrong trace, but we are little bit lost in this issue.
What is your experience?
Thank you!
09/21/2012 (3:35 am)
@Tim Sure, any help is VERY appreciated.
The problem is, that on different hardware/software (versions of OS) we have different results in terms of pixel positioning. For example on mountain lion and lion OS, we have put some sprites together to form some kind of object. But on snow leopard OS, we have on one side one pixel wide hole along the whole sprites connection. On the other hand, on some windows, there are overlays, so the sprites are moved over each other on their one pixel border line.
If we try to move this object composed of 3 sprites (left, middle and right) over the screen, from left to right, the gap appears on some systems on the sides of the screen, but not in the middle.
We think, that T2D/iTorque engines use perspective projection, not orthogonal and that could be the problem. But there might be something with different opengl drivers/versions. Maybe we are following wrong trace, but we are little bit lost in this issue.
What is your experience?
Thank you!
#11
09/21/2012 (6:03 am)
Petr - in my experience the best way to get multiple sprites to move together in Torque is to make them into a tilemap and then move the tilemap. That way there's guaranteed to be no gap as they'll all be moved at the same time. When they're individual sprites you can't control the order in which Torque moves them (it depends on their creation order I believe) which can lead to gaps sometimes.
#12
Well, the problem is not with the movement as we don't move with objects composed of more sprites, but with the positioning. If I display same sprite on position XY, it looks differently than on position AB. Furthermore, same sprites looks differently on diff devices/systems.
Some examples can be found here:
www.dropbox.com/s/59psolo3gvt21qm/trophies-winvista.psd (hover over trophies, on some systems (lion, xp) there is no gap, on some (snow leopard, win7) there is this 1px line. But sometimes problem is only if i hover over trophies on right side etc.
www.dropbox.com/s/0xsixdqugn8yy9k/pause-winvista.jpg (similar problem, occurs only on some vistas)
09/26/2012 (4:49 am)
@ConorWell, the problem is not with the movement as we don't move with objects composed of more sprites, but with the positioning. If I display same sprite on position XY, it looks differently than on position AB. Furthermore, same sprites looks differently on diff devices/systems.
Some examples can be found here:
www.dropbox.com/s/59psolo3gvt21qm/trophies-winvista.psd (hover over trophies, on some systems (lion, xp) there is no gap, on some (snow leopard, win7) there is this 1px line. But sometimes problem is only if i hover over trophies on right side etc.
www.dropbox.com/s/0xsixdqugn8yy9k/pause-winvista.jpg (similar problem, occurs only on some vistas)
#13
09/26/2012 (8:51 am)
You could also try setting your menu graphics to unfiltered. If they're unfiltered then they'll snap to the nearest pixel and this might resolve the slight differences you're seeing.
#15
12/11/2012 (10:47 am)
Guys, the game (iPad version) is finally out, see itunes.apple.com/app/letz-the-story-of-zed-hd/id568363729
Torque Owner RollerJesus
Dream. Build. Repeat.