Post number #156872, ID: 607d4f
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So I'm busy making a little space shooter, it's practically done and I plan on releasing it soon but... I've just realized something. There's a major design choice I have to make, landscape or portrait. I've been designing the game for portrait currently and with that there were a few problems the enemy formation has very little space to move and almost stays in the same position, this makes the game play somewhat bland but also seem more fast paced.
Post number #156882, ID: 607d4f
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The games difficulty is also drastically increased when in portrait. In landscape however the formation has much more space to move and can go across the whole screen, this gives the player alot more breathing room. Another perk about landscape is the controls, in portrait due to limited space I had to set the player to auto fire and the player can only control the movement, in landscape however there's enough space to allow the player to comfortably control the ship with one...
Post number #156888, ID: 607d4f
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Hand and shoot with the other. This allows the player to feel more in control I believe. But in portrait mode it is somewhat possible to play the game with one hand unlike in landscape. So I'm at a crossroads, to me switching to landscape seems like the better choice, but I feel the Gameplay will suffer due to the easiness and my partner doesn't like the idea. If I keep it portrait then my job is basically done and I can release it but people may find it shite/unwinnable.
Post number #156889, ID: 97a99c
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Go landscape. We need more good landscape shootahs.
Post number #156892, ID: 607d4f
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I dunno there's alot to consider, what do you think? Would you prefer having the ability to shoot or the ability to play one handed, do you think fast paced, difficult and somewhat janky is better than slow paced, easy and better looking?
Post number #156893, ID: 97a99c
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You'll probably need to get more creative with enemy types/patterns and/or environmental hazards if you feel like it's gonna be too easy in landscape. Although I feel like you have to listen to your partner in the first place instead of randos off the internet, so it might be better to go portrait.
Post number #156902, ID: 607d4f
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>>156893 Yeah I was planning on completely redoing the formations/hazards if you we go landscape. But I do agree with you about listening to my partner seeing how I've ignored alot of his suggestions up till now.
Post number #156904, ID: 607d4f
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Perhaps I should create test builds of both versions and get people to try them out.
Post number #156917, ID: 607d4f
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https://imgur.com/gallery/bpTTu
Post number #156919, ID: 607d4f
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This is how the game looks in portrait vs landscape (ignore the over sized HUD in landscape)
Post number #156921, ID: 607d4f
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In portrait the enemies only have so much room, in landscape they've got surplus... Which leaves more room to be creative... But also leaves the player shooting at nothing for a while
Post number #156922, ID: 607d4f
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Fuck man, I don't know!
Post number #157130, ID: 607d4f
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Bump
Post number #157183, ID: 7960a7
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Are you doing it for mobile or pc? You could also make them go on one side and appear on the other if you chose portrait. Anyway there are alot of games like this, so you have alot of competition. You need something in it that stands out I guess. For landscape you could up the scale a bit more, add more enemies. Maybe some that come from behind or something like that.
Post number #157301, ID: 607d4f
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>>157183 Releasing for mobile, I know that there's alot of competition out there, literally hundreds of these games exist on the playstore. This is my first game I've made though I don't expect it to become insanely popular or anything I just wanna get it out and make it the best I can, for now anyways.
Post number #157302, ID: 607d4f
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Yeah if I got with landscape there's a bunch of stuff I can/should add, random enemies, meteors etc. But maybe it's not even worth it, perhaps I should just leave it as is, since it's complete and I'm fairly happy with it. People always warn about being a super perfectionist on your first game... Oh well thanks g/u/r/ls I'll let you know what I decide.
Post number #157629, ID: fbb877
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I would say portrait,just to make the game more difficult and there is less work to done.
Post number #157689, ID: f942ba
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Portrait looks better if you wanted to release it in mobile. :3c
Post number #157920, ID: 1bdffb
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I prefer portrait for these kinds of games. But you should discuss with your partner about the final decision. Good luck with the game OP!
Post number #158229, ID: 607d4f
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Alrighty, so thanks to everyone. I've decided to keep it portrait. I've removed most of the kinks in the game and I'm happy to say it's done, gonna try releasing it on the playstore tomorrow. Thanks everyone.
Post number #158259, ID: 9d3c00
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>making game for phoneposters you disgust me, OP
Post number #158372, ID: a56692
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Just wondering... why have a partner if you're just going to ignore most of his suggestions?
Post number #158504, ID: 607d4f
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>>158372 It wasn't that I was intentionally ignoring him or anything, it's just he's the artist and I'm the coder, a very novice coder to say the least. And he'd bring up things that were too complex for me to implement or just wouldn't work with the game, he's made some great tracks for the game, but I just feel bad that I had to turn down so many of his ideas.
Post number #158505, ID: 607d4f
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>>158259 Forgive me, it's only temporary I'll make stuff for pc eventually, I swear!
Post number #159315, ID: 92f244
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>>158229 Post the link here if you can.
Post number #159868, ID: 607d4f
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https://play.google.com/store/apps/details?id=com.TravelingMerchant.SpaceShooter
Post number #159869, ID: 607d4f
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Shitty space shooter game is complete, do with it as you will.
Post number #160052, ID: 9314f0
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Keep up the good work, my man!
Post number #160262, ID: 62daa1
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How do I also learn how to do things like this sensei?
Post number #160347, ID: 581e75
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FIRST TRY.ZERO DEATH~What I can say is that the enemy movement is kinda weird.Either make it move in a bigger area or just stop the movement.
Post number #160432, ID: 607d4f
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>>160347 I do agree with the movement, that was why I was having such a mental breakdown on whether to go portrait or landscape. In landscape, landscape would have the enemies move across the whole screen which looked alot more fluid. But alot of people who I asked seemed to prefer portrait mode.
Post number #160433, ID: 607d4f
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I think I added the word landscape one too many times...
Post number #160434, ID: 607d4f
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>>160262 The Internet! Courses and tutorials everywhere dude! I mean it's how I'm learning anyway.
Post number #160697, ID: 3213f3
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Wiggle wiggle. Good enough for your first game.
Post number #161215, ID: ee60ab
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>>159868 Looks fun. I'll download it when I have better internet connection.
Total number of posts: 35,
last modified on:
Wed Jan 1 00:00:00 1519525913
| So I'm busy making a little space shooter, it's practically done and I plan on releasing it soon but... I've just realized something. There's a major design choice I have to make, landscape or portrait. I've been designing the game for portrait currently and with that there were a few problems the enemy formation has very little space to move and almost stays in the same position, this makes the game play somewhat bland but also seem more fast paced.