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Tim Cooper

Member Since 17 Aug 2005
Offline Last Active Apr 08 2016 04:25 AM

Topics I've Started

Happy Landings - Version 3.1 Released

23 March 2016 - 12:02 PM

Not new, but not mentioned it in a (long) while. My iOS game, Happy Landings, just reached version 3.1 and is what I'd now consider complete.


The game is a top down view of hot air balloons that need to be landed on platforms to score points. Swipe to push them round the screen and tap to place a vortex to hold them in place for a few seconds. Match the symbol on the balloon with the landing pad for triple points.


It's free so please go try it out. iPhone and iPad support (but it's easier to play on the iPad).


It has mostly been a labour of love, as it's my first game developed with the intention of being released as a 'Proper' game. It's been through a couple of major revamps over the years and is now a much more polished and focused game than it was on release. A lot has been learnt about game development and project management doing it, so despite being stretched over 3 years it has still been worthwhile. Mostly I've learned how good I am at procrastinating, but there were a few other lessons learned :)


I still like the game after all these years, and have had good feedback from the people I know who have tried it. 


Let me know if you have any questions, and any suggestions for future improvements are welcome. 

Game Competitions and Awards - How do they work?

08 February 2013 - 06:59 PM

So I've written and released my first game. It occurred to me that there are competitions and awards for games. You know, like best game of 2013, best new game, etc. I have a vague memory of seeing some of these before Christmas, I think.


How do they work? Not that I think my game could win, just curious about how you even get in the running (my game is on the iPhone, if that affects things).


1. What sort of game awards and competitions are available?

2. How do you enter your game for consideration or will that just happen?

3. Are they worth looking into or just a nice to have if you happen to win?


Any info would be helpful really.





Aeolus Lite Released

08 February 2013 - 02:38 AM

Aeolus Lite, a free version of my first iPhone game has just gone live on the app store. Play the entire first chapter of levels for free.


Please have a look and let me know what you think: Aeolus Lite





Lite App - Link to full version or unlock levels?

10 January 2013 - 04:17 PM

What's the current opinion on Lite apps and providing access to the full game?


Apple just rejected the Lite version of my game (Aeolus) because they didn't like the way I attempted to show the levels available in the full version. They also suggested making all the levels available via in-app purchase instead of re-directing to the full version.


Here was my first effort at the chapters screen:

Aeolus Lite - Chapters


and the levels screen:

Aeolus Lite - Levels


While it's annoying to have it rejected (I thought it was obvious what was going on, but meh!) it did get me thinking about how these things are handled nowadays. There are two real options I can see:


1. Separate lite and full versions - put a "buy full game" sticker on everything that's locked in the lite version, show a confirmation window with more adverts showing how good your game is before linking to the full version on the app store. E.g. Angry Birds Star Wars (Free). Downsides - slower to get full version?


2. Lite version with option for in-app purchase to unlock all levels. Supposedly easier for the user, plus they can keep their progress from the game so far. Downsides - I'd originally made levels available to try throughout the game, while the full version has to unlock every level in sequence. Would need to find a way to keep the original progression without annoying the unlockers, or change the selection of levels in the trial version. Plus the name would then be wrong (Lite but containing all the levels), which bugs me for some reason.


Has anyone here got any experience with Full v's Lite v's unlocking Levels in mobile apps? Which do you prefer when buying games?







Aeolus Updated

06 January 2013 - 11:36 AM

Hi All,


Exciting times on the game development front this week (for me at least) :) 


The first update for Aeolus is now available on the app store. It fixes a couple of bugs spotted over Christmas and tidies up and few things that didn't quite make it in for release. Have a look on iTunes.


The Lite version of Aeolus was also submitted for review yesterday so, fingers crossed, it should be available next weekend. It lets you play 9 levels from the full game, spread across the first 3 chapters, so you can get a feel for what it's like. I'll let you know when it's out and hopefully you'll all enjoy playing it.


Next in the pipe-line is to make both the paid and free versions universal apps. Hopefully by the time that's finished I'll have received the new graphics for the next chapter(s) of levels.


As always, if you have any feedback please get in touch.