StickWars v1.3, Preview

Two posts in one day… nice.

StickWars 1.3 will include many new in-game features, the most noticeable being three new enemy units, a new defense unit, and a new magic spell.

On the backend, Eric’s done a lot of code rewrites for the touch-sensing, making meteors easier to cast. Since then, he also incorporated multi-touch, which I have yet to see (which Eric then said actually made the meteors harder to cast in a different way). Graphically, Eric implemented the use of “atlas sprites.” I really don’t know the details, but it allows for the loading of fewer image files since each sprite is comprised of the many frames used in the animations. It then only displays a small section of each sprite at a time. On top of that, Eric’s begun converting the files from .png to .pvr, a format that the iPhone/iTouch support natively (so he says… I’ve never had any experience with them before). So basically, the game will just run better for all the users.

New unit previews:
horse_run0007dragon0039trebuchet0062
[Haha, it looks like the dragon is attacking the horse!]

StickWars v1.2

So, StickWars v1.2 was finally approved by Apple and released on iTunes late Tue night (5/5).

v1.2 saw some big changes in the backend (like meteor bugfix) and in the graphics as well as some user-requested features.

Graphically, there were changes in the stickmen, animations added for wizard, repairmen, and archers, a snow scene, slight wall damage, altered treeline, and a new prison cooldown. Using particle effects, Eric added in snow, wizard glow, and new explosions. Eric also coded in actual arrows being shot from the archers (which are awesome).

Get Adobe Flash player

Get Adobe Flash player

A big change in the proportions of the stickmen, which I did not like before (haha, but Eric didn’t like the new stickmen… hopefully they’ve grown on him since, though):
stick_run_small

All of these animations were done in Adobe Flash. Flash is much better suited for animation and even has an “export movie as png sequence” feature, and it was a much more efficient process than making the animations in Photoshop (as Eric had done originally). I’ve had a small bit of experience in animating in Flash, so it wasn’t a totally new process for me, but I’m pretty slow at it.

Sadly, as of May 8th, StickWars is no longer the #1 Game, being dethroned by Bloons (a pretty entertaining game I’ve played on the computer before). Even earlier, StickWars had already lost its #1 Paid App status on May 2nd, after twelve days on the throne. Hopefully, with 1.2 and 1.3, there will be some new interest. Now that Apple approved the Lite version, we expect that there should be fewer one-star reviews of, “WTF, this game has STICKMEN!?” Although, interestingly, there are a ton of people complaining about stickmen running through the wall, which I never actually saw myself. But it’s possible, as I’m not sure if I have the exact build that was submitted to Apple (not that I can’t just download it from iTunes). Eric told me he’s totally recoded all of the touch-sensing and added some new collision-detection, so I’d imagine the issue is fixed. Other than that complaint and a few complaints about lag (which is fixed), people seem to really be enjoying the new update.

v1.3 is already in the works. I’ll try to make a post about it before it’s actually released so the very few people that read this can get a sneak-peek.

Eric got me to start using Dropbox. It’s a pretty awesome app which takes a folder on your computer and synchs files in it to its servers. You can then access these files using their web client from anywhere or have a more real-time, desktop-app based access through their client, which you install. It’s very similar to Novell’s iFolder or Apple’s mobileme, except it’s free for the first 2GB. Previously, I used Microsoft’s Synctoy to synch a few folders on my own personal computers, but DropBox allows you to do the same with computers on different networks and even share files between different users. On top of that, it has a Public share folder which allows you to generate a publicly-accessible random url for any file you put in there.

When I first tried embedding Flash .swf files into this post, I found that WordPress wouldn’t display them. A little Googling led me to Kimili Flash Embed, which solved that problem right away.

StickWars, v1.1 Success

The week we were waiting for 1.1 to go up, I found out that Xgenstudios, the developers of the Defend Your Castle flash game, had actually made a Wiiware version of their game… and that they were porting it to the iPhone/iTouch as well.  While they did come up with the original game, I really felt they ruined the game stylistically:

dycss
(screenshot courtesy of IGN… if it wasn’t obvious)

I mean, I’m not biased against scrappy looking graphics or anything.  Anyone that knows me and my random game fads can vouch for how much I played DesktopTD.  But I do not really like the way their game looks.  Are those the plastic clips that are used to tie off bread bags?  Their version also seems pretty easy, with people reaching level 500+ on the Wii.  500?  Wow?  It sounds like game balance needs some reworking.  So, when I looked at their version that was being ported over, I felt confident that our version was going to be fine (competition-wise).  As of now, no one is really reading this blog aside from a few friends, but if that ever changes, then these are clearly just my own opinions as the person charged with developing graphics for StickWars (ie. biased opinions).

As for balance, I’m a pretty big player of tower defense games (first on Starcraft and then Warcraft 3… I’m especially a big fan of Gem and Element TD for WC3), so I felt that my input would help ensure that StickWars never became some ridiculously easy and endless finger-flicking game.

Finally, on 4/15, I was at Target getting stuff for the new apartment, and Eric calls me telling me that 1.1 was put up on iTunes.

On 4/20, the app reached #50, which is pretty significant, since you can view the top 50 apps directly from the iPhone.  That was also the day that the Defend Your Castle port arrived on iTunes as well.

4/21, #10 in the morning before work… #7 after work… #5 at midnight

untitled-3
4/22, climbed up to #1!

However, in this time, I played the game a lot, looking for improvements and bugs… and boy… was the meteor spell bugged.  Majorly imba (imbalanced)… and buggy.  The meteor was so good that the game just became a two-finger tapping game for me at the highest levels.  I think the highest level I reached as 150 or so, and I only stopped because I figured it’d be much of the same.  After that, I got a new build (which wasn’t the one on iTunes) which turned out to be even more meteor crash-prone.  It became virtually unplayable after level 80, so I just stopped playing. Eric eventually found the source of that bug and fixed it, but he delayed pushing an update, because we wanted to include other features. Another bug I found was that you could just get a ton of repairmen, and after killing all but the last guy, you could hold him up in the air and let the repairmen heal your wall to full.  A slow, but free, process… To reach level 150+, all I used were 150 or so wizards.  I found that the archer tent was just a money-suck.  Especially when I’d accidentally click and add archers when imprisoning people.  And, when upkeep for an archer is the exact same as upkeep for a wizard, the choice is simple… So I usually just get the wizard tent, and that’s all.

1.2 had been in development since 1.1 was submitted, and it addressed most of these issues… and that’s what the next post will be about.

StickWars, How it Started [for me]

I met Eric around two years ago through mutual friends that lived near him through ultimate frisbee and some Guitar Hero (back in the day when Ben A. sucked and cried about his hand hurting when he played tensed-up claw-style… man I can barely recall those days).

Since I started working, I don’t get on Facebook all too often, but I was checking it randomly one day and saw that Eric had changed his status to something about looking for someone to help him with the graphics for his iPhone game.  I’ve always liked drawing and digital art (like when Facebook Graffiti came out, I drew a lot for awhile), so I sent Eric a message to let him know I was interested and to get a bit more information.  That was on April 4th.  Eric got back to me and told me more about the game and showed me a link to the game (version 1.0) on iTunes.

I had played the Flash version of Defend Your Castle (the game inspiring StickWars) before.  I remember it being pretty hard with just a mouse.  However, it sounded like the perfect game to play with touch.  I booted it up on my tablet pc (which accepts touch) and played it with my fingers and found it to be pretty good.  At the time, I had an old, cracked-screen iPhone 2G that a friend of mine had given me once he upgraded to a 3G.  However, it wasn’t running on the required firmware, so I couldn’t try the game.  So, when I first started working on the graphics, I found myself visiting the gamedroid.net review of the 1.0 version of the game.  This gave me a good idea of how the game played (well) and looked (not half as good as it played, in my opinion).

So when I first started, my task was to give StickWars (”StickWars - Siege” at the time) its own distinctive style and look.

There was a bit of hating on StickWars when it first came out, with people calling it a Defend Your Castle copy.  In Eric’s defense, when he started the game, it had been more of a project to learn Objective-C.  Only when he realized how fun it was did he decide to release it.  Furthermore, he recognized a problem and made conscious decisions to address them (ie. bringing in external help).  There are still plenty of haters and fanboyism out there, which is unavoidable, but I feel that quite a bit of it is just blind and unwarranted.  StickWars is now very different, and, in my biased opinion, better.

Back to the topic at hand, though.  The first thing I thought when I started was that the scaling of the graphics was a bit odd.  The castle looked like the size of a small home.  So, I thought we could change the castle out with just the wall of a castle.  So I searched for some castle inspiration online and drew random things in Photoshop (CS3).  The first mockup I sent off to Eric was this:

sw_siege_bg-copy1
Ahhhahaha… wow, sucks.  Excuse: I wasn’t done?  Wow, I dunno… But man, what a well-constructed and straight castle wall.  I was about to start on the ground, it looks like.  I sent that off to Eric to see if he liked the direction.  I forget what happened, but I’m just going to assume he thought it was crap and told me to redo it.  But he did seem to like the wall direction.  One of the things I kept in mind during this entire process was how the graphics would integrate into the game.  At the time, I’d never seen a line of code and knew nothing about Xcode, Objective-C, Cocos (I’m just throwing out these terms, but I really still know next to nothing about them).  As Over the past few weeks, Eric’s told me of a lot of how the graphics are in coded into the game regarding positioning, etc.  But when I first started, I thought it would be easier for Eric if we kept the “wall-line” in the same area.  So you might notice that the line where the men will start attacking the wall stays pretty constant… not that I would have changed it anyway.

So, I stuck with that and it became more similar to what you see today:

01-copy02-copy03-copy04-copy

08-copy
So, that last image is pretty close to what the background looks like in version 1.1.  The prison was moved over a bit so you could see the whole thing.

Eric gave me a whole lot of freedom during the process.  Whenever I’d send him something looking for feedback or changes he’d like, he was always just more like, “WOW SWEET!”  Haha… While I at first hadn’t intended on going a “Great Wall” route (actually, nothing really states it’s the GWC, so for all we know, it isn’t…), during my “Google Image Search”-ing for wall and castle inspirations, the Great Wall came up a lot and it’s just a very cool monument to… massive… human labor….

So the version 1.1 wall with tent upgrades was finished on April 7th and submitted that night around 3AM.  Version 1.0, which had been out since April 1, had since climbed into the top 50 paid apps.  Eric pulled it down eventually, because he wanted version 1.1 to be the first main version submitted due to the new features (repairmen, wizards, siege, new graphics) and such.

It was a very busy weekend for me.  I was just about to move and had a lot of apartment stuff to take care of, but it was still pretty exciting.

Around that time, at the insistence of my self-proclaimed “rich because [he has] an iPhone” friend, Tomas, I jailbroke my iTouch and upgraded the firmware to 2.2.1 (using QuickPwn 225).  It was funny, because, at first, it didn’t work and Tomas felt bad.  But I got it to work after some Googling (love the internet) and he got all excited, “Do me! Do me!”  What a dick, making me a guinea pig… [half] jk, lol.  But, I was finally able to play StickWars!  It’s a pretty cool feeling to see your work on a commercial device…

So, I want to give thanks to… the friend that gave me my iTouch, Tomas for insisting that I jailbreak it (possibly selfish intentions or not… haha jk), and Eric, for deciding to look for someone to help with graphics through Facebook and then giving me a chance.

A later post will be about the work done this past weekend for 1.2…  This update was HUGE, and Eric and I are really excited for it (actually Eric JUST told me he submitted it to Apple just now)

StickWars is on Facebook and Twitter, so Fan/Follow it!

And it Begins!

I thought now would finally be a good time to get this up and running.  I bought this domain a few months back and never really got it off the ground, but now, with the recent StickWars project, I actually have something to talk about!  More on StickWars later…

My first project was actually just getting Wordpress installed on this projects subdomain.  I’ve installed lampp on a Linux box before, but I’ve never had any real experience with web hosting.  So yeah… I even had trouble with simple “one-click installs.”  Haha… I’ll play around with the theme later.

Anyway, a big thanks to my brother, Richard, for hosting the site and helping me with my newbness.