| Commit message (Collapse) | Author | Age | Files | Lines |
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Dear god this is beta. I think I'll release a build for the testers soon so I can see what people think and then hammer out the bugs.
Refs #204
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It currently uses a temporary picture and is unlockable after reaching 5000 points in Collect, at which point a little notification appears at the top of the screen telling you that you've unlocked a new game mode. Also fixed a bug in GameMode with the iteration of objects that would cause the rest of tick to not be called because objects were removed from the set while it was being iterated over.
Refs #204
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So far, Jump exists as a blank world where the player can control the cart (including the ability to jump by swiping upwards) and where the water level rises for a bit and then falls, taking the cart with it.
Refs #204
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This revision increments the database version to 2.
Also fixed a small problem with GameModeSelection that aligned the highscore text incorrectly.
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From now on, so build releasing isn't so awkward, the short version string should not be contained in source control. Before releasing a build, you must add the short version string to the Info.plist, archive the build and then remove the string from the plist again so it doesn't accidentally get committed.
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Also replaced instances of the term "Cart Collect" in Tutorial with "Cartographic". Also modified level selection screen to remember your position in the list rather than simply the last mode you'd played.
Closes #211
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Closes #207
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See https://testflightapp.com/sdk/doc/
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The image for each level selection now has a tutorial bubble-esque border around it, which was achieved using image masking. The border is included in the graying-out effect when the image is being tapped, and it is also included in the grayscaling when the level is not yet unlocked.
Also rewrote most of the selection drawing code. The titles are now drawn above the image, with Quartz instead of Cocos2D. The highscore label is also drawn with Quartz, though it is still below the image. The unlock condition label no longer appears, and instead, locked levels are now tappable and tapping them shows an alert view containing the unlock condition. Will probably be changed to be more elegant later.
Really, the biggest thing left before the selection screen is done is the ability to scroll through levels. The background also needs changing, but that will come later once I recruit a graphics designer. :P
Refs #207
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So far, tapping "New Game" shows a screen with two game modes: the tutorial and the classic collect. They both have pictures and Collect's is grayscale if it hasn't been unlocked yet (a.k.a. the tutorial hasn't been completed yet). Also, Collect's title is replaced with question marks and the text "Beat the tutorial!" is shown if it isn't unlocked--if it is unlocked, the player's highscore, if they have one, is shown. A "Back to Main Menu" button is also present. Neither selection is as of yet tappable, and neither picture yet has a border. You cannot scroll through modes yet either.
Refs #207
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Closes #202
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A shell script that is run before building now automatically sets the build number of the package to the current revision number, plus a value that increments on every build if the code is dirty (a.k.a. has been modified since being committed).
Also changed the project to automatically use the correct provisioning profile when codesigning instead of having to change it every time the provisioning profile changed.
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GameLayer was also renamed to ClassicGameMode and its pause functionality and score/lives counters were moved out to GameMode. FallingObjectDelegate was created to allow for custom code to be run when items were caught/missed, something that is used extensively by tutorial mode.
Important: Cart Collect's bundle identifier was changed in this revision from com.fourisland.Cart-Collect to com.apatheticink.Cart-Collect, so ensure that before attempting to compile/run this build, you clear your build directory and remove the old version of Cart Collect from your device.
Closes #193
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Previously, as we did not possess an Apple Developer Account, Cart Collect was configured to easily allow jailbroken development and testing. However, as we now have a developer account, this is no longer necessary and Cart Collect has been configured to codesign legitimately.
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GameLayer now has support for pausing game flow and displaying a tutorial bubble that the user can tap to dismiss. No code has been written, however, to make use of this, because I think it may be simpler to abstract GameLayer out somewhat and create a separate game mode for the tutorial. Deliberation required.
PauseLayer has also been removed and the behavior has been brought into GameLayer.
Refs #193
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