I’m proud to present iPigeon, a fun pick up and play game where you fly around an endless city as a pigeon, while pooing on cars to increase your score.
5 promo codes (please leave some impressions here or in the app store or both if you use one of the codes):
Considering the few number of polygons, and how the framerate seems to be stuttered on my 3GS, this means you certainly have put your movement routines into a FixedUpdate().
I guess you put your fixed timestep to ~ 0.033, which means your screen updates at 33 fps.
On 3GS, your game hits a native maximum 60 fps, which leads to this stutter.
You should put movement routines into an Update(), and use Time.deltaTime to adjust it to a fixed speed.
Then your game would look far smoothier on high end hardware.
Thanks for the suggestion. I only have a second generation iPod Touch, and it runs smoothly on that, but I can’t test on other devices (can’t afford them atm). The only time when it really stutters on my iPod is when unlocking an openfeint achievement.
My left/right movement code is actually already in an Update-function, but I am changing the pigeon’s rigidbody.velocity. I tried other methods (like AddForce), but that was the only way I could get the pigeon to fly the way I wanted to. But maybe this isn’t an optimal way of doing it?
The forward-moving code is done with an AddForce, also called from Update (well, from a function which I call from an Update).
Basically, the sideways movement code is like this :
// called from Update inside the control-strip
// not the cleanest code ever, but it was a lot of trial and error to get the pigeon's movement to feel right
pigeon.rigidbody.velocity = new Vector3(
this.knob.transform.position.x/3f * (this.pigeon.rigidbody.velocity.z/32f*0.8f+0.2f),
pigeon.rigidbody.velocity.y,
pigeon.rigidbody.velocity.z
);
And the forward movement is like this :
// called from Update inside the pigeon's script
this.rigidbody.AddForce(new Vector3(0,0,speed*Time.deltaTime),ForceMode.Force);
I now see that the sideways motion doesn’t take into account the deltaTime, but I’m not sure if it’s necessary since it sets the velocity.
If you have any suggestions on how to improve this, please let me know!
I love the look and the music. Runs fine on my iPhone 3G and 3Gs.
The controls took a little getting used to, my first inclination was to use my left thumb to fly and my right index to poop. That didn’t work out so good but right thumb fly and left thumb poop did the trick.
I used the RK* code, which appears to have been the last unused one.
I’m on the “wrong” computer right now so I will sync it to my phone later and try it out (and comment). The screenshots have a unique look, pretty cool.
I also played on a 3GS, and the frame issue wasn’t noticeable because I was focusing on the bird, which flies smoothly. There is a “scan line” effect that appears when the camera isn’t moving. Given the style of the game, I figured this was probably intentional, but worth pointing out as long as we’re on the subject of camera rendering.
I did notice a few things. When awards are unlocked, it’s very easy to accidentally tap the award notifier on accident since it’s in the same area as the control slider. This can be disruptive when flying through tight turns.
The name entry keyboard popped up in landscape mode a couple of times, covering half of the name entry box at game over.
Finally, in trying to get a 50x chain, I noticed that while the poop button is pressed, forward direction is halted. I got the 50x chain award before realizing I had racked up over 28 million points, taking the top spot on the Leaderboard. Since 1 million points is the top award, it makes me think this might be an unintended cheat. Once I discovered this it made it fairly easy to get the 50x chain, as the only times I was flying forward were during the 3 seconds the poop button is disabled.
If it’s an intended game mechanic, that’s fine too, but if I did discover a cheat, feel free to remove my 28 mil score from the boards (although others will probably find this as well.)
It took me a while to get used to the trajectory of the bird poop; for the first two games it felt like it was falling too far back. I think you are letting it fall straight down at the point it is created. Physics suggest that the poop will have the velocity of the bird’s forward motion, plus gravity in the downward direction. The bird shadow also suggests that “down” is further forward. But I learned to compensate.
I learned the controls quickly. The escalating navigational challenge is good. I wonder if there should be a way to advance the challenge more quickly, perhaps a “hardcore” or “challenge” mode. Even not being very good at the game I can last a few minutes.
Would be nice if there was also escalating challenge with the cars. Maybe more variety over time, some compacts cars, bikes, or pedestrians show up and are worth more points. Maybe traffic lights instead of just banners. Or even just an occasional change of scenery as a visual cue that you’ve lasted N minutes. People would then have incentive to get back to that point again.
I like the style, colors a bit drab but somehow it suits.
The OpenFeint integration is useful and nice.
It’s a decent bit of fun, worth 99 cents in its current form. I just think that there’s some basic ways to keep players interested a little longer.
So well done! I’ll show it to my son, I think he’ll enjoy the subject matter. Also I left a positive App Store review.