Playing with an arcade stick is a lot more enjoyable than I imagined it would be, and I’m sure the game would play great on the Xperia as well.Ġ6. In the first update for iOS, I have added iCade support, and I didn’t have to change anything significant from the digital controls that are already there. Similarly to the last question, with you getting your start with Crossfire using a pad instead of the touch controls present in Super Crossfire HD, have you ever thought about bringing the pad control scheme back by porting the game to the Xperia PLAY for example? I’ll never rule out porting the game to any platforms. You got your start in this genre with the release of Crossfire on the Xbox LIVE Indie Game network, have you thought about bringing Super Crossfire HD to the Windows Phone 7 platform? Complete with those ever-enticing achievements. If you have something not quite as powerful (iPhone 3G/4 or iPad 1), you’ll also be able to enjoy the enhanced graphics as an option, but there will be a little slowdown.Ġ4. ![]() I have to admit I wasn’t completely happy with the final visuals in version 1.0, and the first update will bring enhanced graphics, particularly to those with the latest and greatest devices (iPhone 4S and iPad 2). ![]() When testing difficulty by myself, I play on Hotshot or Ace depending on how quickly I feel like playing. I knew I was on the right track when new players (some who had never touched an iPad) could get through 15-20 waves before encountering any trouble. I actually slowed down the pace quite a bit from what it used to be. The gameplay in Super Crossfire HD is quite fast paced, how much fine tuning did it all take when you were getting close to release? One of the key components was having each particle effect use a range of colors, so when the games in motion the graphics sparkle a bit more than they do in screenshots.Ġ3. Once the style had been decided upon, how easy was it to implement? Were there any major obstacles to do with the visual style itself that needed to be overcome?įor the iOS version, I revised everything in the game to have more varied color and graphics that worked better with the tilting camera. But I had an opportunity to change that once I started on the iOS version.Ġ2. When I ported Crossfire 2 to Unity at the start of Super Crossfire, it was pretty obvious that the game had lost some of the dazzling array of colors that I originally intended. Crossfire 2 expanded on that style, and I was able to add more detail to the ships thanks to a newer drawing program. So I tried to keep everything angular, and make the particle effects as unique as I could. When I started on the original Crossfire for Xbox 360, I knew I had to get away from the circular shapes that were prominent in my first two games. Super Crossfire HD has such a striking visual style, what made you settle on this style, what was the thought process? ![]() We recently had the opportunity to talk to the people behind the popular iOS game, radiangames, and asked them a few questions about Super Crossfire HD, their future and a few other questions along the way.Ġ1. If you’re a regular reader of our Mobile Monday feature here at then you’ll have no doubt read our review of Super Crossfire HD, a crazy little shooter that takes everything you thought you knew about Space Invaders, mixes it all up with some simply stunning visuals and places the concoction neatly onto our iDevices ready for our enjoyment.
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