In some ways it hardly felt different at all, as if they were from the same software family, Unity's version of Javascript is so close to Actionscript (for example when working on the Mac now, I even use Unity's code editor 'Unitron' for my actionscript coding) but when it came to structuring the game it really is very different.Actually building game mechanics, levels, controls etc is really very intuitive in Unity, however there doesn't seem to be any one agreed way on storing things like player data, global game settings.The way I ended up doing it all is with a 'gameObject' that doesn't get destroyed when moving between scenes (but thisin itself causes problems when testing then, as you don't have to test from the opening scene, and hence the gameObject hasn't been made yet.)If someone knows a better way way please do tell me :)
Considering what it does I really don't see how it could be any easier. It gets slightly complicated when you finally move the project over to Xcode, but then Xcode is complicated and that's nowt to do with Unity, is it wrong of me to think that maybe Apple have purposefully made this bit hard to keep the kids out?It really is very complicated and parts of it would try the patience of a Saint, but as I said this isn't anything to do with Unity.Maybe someone out there can let me know, is it always this convoluted when dev-ing for consoles? Are there just always weird things you have to do due to copy protection / code signing?
It wasn't as bad as I thought it would be truth be told. From first submission to being live in the App Store took around 14 days. We had onebuild sent back to us, as we weren't making it clear that the high score table was storing the user's data remotely and also we hadn't specifically requested the users permission to access the internet.One amazing achievement is though that we have not received one crash report yet, which is testament to how awesome I really am (or that maybe I am working on a lovely high level piece of industry quality middleware with some brilliant engineers...hmm it's probably my awesomeness now that I think about it.)
It's done well for what it is, which is a first game, proof of concept. It spent around one week in the top 30 free arcade games and is now in the top 60 or so. It's been installed around 12,000 times and we've had some lovely reviews off people (many of whom commented that is it better and easier to control the Super Monkey Ball on the iPhone).One interesting point is that we may have got more installs had we charged. This is pure speculation on my behalf, but something I didn't realise is that many of the very popular review sites and magazines for iPhone simply won't cover free games, so even by charging only 59p or something we could conceivably got in pocketGamer, Edge, RetroGamer etc. So I guess we will be testing my theory on this forSnowball's Chance in Hell 2 :)
No they'd rob Mash Potato factories.
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