Release Date Slips...
Posted 03 November 2012 - 07:39 AM
The other tricky part of the release, is I need to do release a web shareware version / mini game / large demo at the same time or sooner than the full release, because game portals which I'm hoping will spearhead the publicity have a lot less interest in a game that's already released.
So I'm not sure on the release date now, but I'm guessing at early 2013.
Posted 04 November 2012 - 03:27 AM
> So I've decided to focus on standalone Jetpack - the web playable version will be a more limited version of the game.
Good move, but didn't you say if you have successfully moved to Haxe/C++,
you can also publish it via flash without reprogramming it again?
It would be very sad if there is only a downloadable standalone program
with no online connection and community support.
So if it is not possible to play jetpack in the future in the browser
via flash (although it is programmed via Haxe), then I would suggest,
you should use another browser plugin (look for example at www.quakelive.com).
Posted 06 November 2012 - 08:36 AM
I haven't started porting yet, there's been a ton of work just preparing for it, to make it go as smooth as possible. At least if I ever write another engine, I'll have a better idea how to lay it out.
I'm also working on features and bugfixes to do another flash release before the port.
Posted 17 November 2012 - 03:52 PM
So that was a big waste of time, for now it's back to ActionScript. If the standalone versions aren't fast enough, I can look into a C port which would target Flash using the new Alchemy, or maybe an HTML5 version. Obviously I could do a direct port to any platform, but I'd much rather keep the codebase in a single form. Ideally I think I'd like to be in a language like Python, but it doesn't appear to have good support for targeting web.
Posted 18 November 2012 - 03:24 AM
Hmm, that's sad! Did you post your impressions on the language in on of their product forums? Perhaps other experienced haxe coders will help you out...
But now let's focus on ActionScript and Flash - I am sure, Flash will survive in the future (especially for games).
Let's fix all open bugs and finish the game up. And finally release it!
Posted 25 November 2012 - 10:40 AM
Posted 25 November 2012 - 12:39 PM
I'm a little disappointed in the release date slip, but I'm happy to see you're taking the time needed to do it right. I want to see Jetpack succeed and be just as fun, if not more fun, than the original. Keep up the great work!
Posted 25 November 2012 - 04:10 PM
Posted 26 November 2012 - 08:11 AM
Unity requires a download for most people, not a good option.
Posted 11 December 2012 - 03:53 PM
So, I think I can wait a little longer for 2.0 to emerge, however it emerges. Best of luck.
Posted 21 February 2013 - 01:29 PM
The UI revamp is done, and I'm powering through a gazillion bugs, so there should be a release next week. This will probably be the last editor-based release, as just about all the features are in place (for the Cave tileset at least). Next up will be the actual game, mainly a bunch of UI stuff.
Since the other tilesets still need a lot of work, I'm planning on a new idea for an initial release soon - a web-only, cave-only game for game portals, to precede the release of Jetpack 2. It will be reminiscent of the original Jetpack - 10-15 free playable levels, with addon packs available direct from the portal. I should be able to arrange free addon packs for those that preordered the expansion packs for JP2 (don't worry, those are coming too). I like this idea because the nature tileset especially is not where I want it to be, and this is a chance to get a release out sooner. I'm not going to estimate a date on this, because that never works - I'll just say ASAP!
Posted 07 March 2013 - 03:48 AM
Posted 07 March 2013 - 08:08 AM
Posted 07 March 2013 - 07:16 PM
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