Thanks to all my Unity buds for helping me get our first sellable game out the door!
Some people may recognize this as an updated version of CosmoRama, the first game we made with Unity, last year. (We = me + my better half, Catie, who did the art, and has posted around here a few times.)
Anyway, I’m very pleased with Unity iPhone on the whole. Amazing software!
Cool stuff Jessy (and Catie), I love the art style! FWIW, I found it hard to play without headphones, and that with my iPhone’s volume cranked up to full blast. I kept turning up the in-game volume (two-finger drag) but that didn’t seem to help too much. With headphones on and a careful touch I’ve found a few already, on my way to all 15.
The volume control I made can only allow the volume to go up to the maximum level that you set with the iPhone’s buttons. The speaker on my iPod touch only cuts it in a quiet room. I figure - it’s an iPod, and the game is short; I’m okay with people having to use headphones for it - the hardware not being sufficient may force people to use the headphones and have it sound better :P. However, not being a fan of headphone cables myself, if people want me to put a “warning” about this issue on the description page, I’m perfectly fine with that.
However, there are two reasons I stopped where I did:
The iPod touch’s speaker distorted if I threw anything more at it (I tested this for for optimal levels) – I assume its amp doesn’t have enough wattage to handle the really loud stuff for any length of time.
I liked a little dynamic range in this music, so I didn’t try to win the loudness war with it.
I’d say that’s fair enough … makes total sense, since it would be worse to have it distorting through the speaker. On 1st gen ipods you need to use headphones anyway (I only have a crappy old 1st gen so it doesn’t really affect me).