Author Topic: Ipad Custom Levels?  (Read 14456 times)

Tomfloria

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Ipad Custom Levels?
« on: May 01, 2012, 04:08:24 AM »
I was just wondering today about iPad custom levels, I know how to change the levels by replacing the story mode .lua files with a .lua file, but I was wondering if there were going to be any updates to add some sort of file transfer and a custom levels tab to load levels from the file transfer?

Rudolf

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Re: Ipad Custom Levels?
« Reply #1 on: May 08, 2012, 11:25:35 PM »
Not sure yet if we will go there, as there are several cans of worms involved not the least of it having to create and host a safe system for this that apple would allow.
We may include custom level packs at some point, but I am not promising anything at this stage. :-)

Tomfloria

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Re: Ipad Custom Levels?
« Reply #2 on: May 08, 2012, 11:53:00 PM »
Thanks for Replying

Theres ways to access the files manually, as that's how i've done it, and currently started on levels and there working, it's just hard figuring out what limitations the iPad version has.

Rudolf

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Re: Ipad Custom Levels?
« Reply #3 on: May 10, 2012, 10:44:00 PM »
Wait what... You are playing custom levels on iPad?

Pilchard123

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Re: Ipad Custom Levels?
« Reply #4 on: May 11, 2012, 02:29:44 AM »
He is indeed. Look in the custom levels board, most of the stuff in there from the past fortnight or so is either him (?) asking questions or thinking aloud.

Tomfloria

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Re: Ipad Custom Levels?
« Reply #5 on: May 11, 2012, 10:50:02 PM »
Yeah i'm playing my custom levels in the ipad

Tomfloria

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Re: Ipad Custom Levels?
« Reply #6 on: May 11, 2012, 10:53:43 PM »
Rudolf, if you wanted to know how to do it, i'll create a quick guide? I mean, when i've done creating my custom story mode, which i've done 4/20 levels so far, I will upload them here

Bonobo

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Re: Ipad Custom Levels?
« Reply #7 on: May 11, 2012, 11:08:04 PM »
Hahaha, Rudolf, you & Co. don’t even seem to know what good you’re doing :D

Tomfloria

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Re: Ipad Custom Levels?
« Reply #8 on: May 12, 2012, 12:35:46 AM »
Eh? hha

Rudolf

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Re: Ipad Custom Levels?
« Reply #9 on: May 13, 2012, 02:56:49 PM »
Rudolf, if you wanted to know how to do it, i'll create a quick guide? I mean, when i've done creating my custom story mode, which i've done 4/20 levels so far, I will upload them here

Wahay a whole new campaign sounds wonderful.

And yes please. Let us know how you did it?

Tomfloria

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Re: Ipad Custom Levels?
« Reply #10 on: May 13, 2012, 08:40:59 PM »

Tomfloria

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Re: Ipad Custom Levels?
« Reply #11 on: May 13, 2012, 09:06:51 PM »
Also rudolf, did you help code the iOS version?

Rudolf

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Re: Ipad Custom Levels?
« Reply #12 on: May 13, 2012, 11:45:23 PM »
Notquite. I am responsible for Design, Level Design, Audio (not music), and production.
Tuna did the coding for the port, based on ALex's code and with his help, and they also cintributed a lot the iOS specific design and UI.

:-)

Tomfloria

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Re: Ipad Custom Levels?
« Reply #13 on: May 14, 2012, 12:10:21 AM »
By level design you mean, where asteroids are placed or what happens in the level?, and the sound would be the seedlings attacking and that?

Rudolf

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Re: Ipad Custom Levels?
« Reply #14 on: May 14, 2012, 12:28:26 AM »
With level design it is the design of the level's purpose, what happens in it, its function in the game as a whole, its difficulty.. and a million other things.. Not just the layout..
It is the actual implementation of the game design, and as such massively important.

I actually wrote a book on the subject if you are curious about the discipline. :-)
http://www.crcpress.com/ecommerce_product/product_detail.jsf?isbn=9781568813387



Tomfloria

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Re: Ipad Custom Levels?
« Reply #15 on: May 16, 2012, 10:51:42 PM »
Flipping Heck Rudolf, didn't realise you would have a book out :P, I'm sorry I can't buy it, Let's just say the book is worth my than my bank, atm. But it seriously it looks like a good read, and I hate reading books, Honestly. Current update for you though, on my 7th Level, I wouldn't class it as DLC, I'd just class it as an Alternate Story Mode.

Tomfloria

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Re: Ipad Custom Levels?
« Reply #16 on: May 16, 2012, 10:52:37 PM »
I might make a post in User Levels and Modifications soon under the title 'I'm so excited, And I just can't Hide it.' hahaaha giving a few pictures and that :D

sillytuna

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Re: Ipad Custom Levels?
« Reply #17 on: May 25, 2012, 04:37:08 PM »
This is really cool!

As Rudolf says we're not sure what we can and can't do plus we do get a bit time limited. What I will do tho is go and post a few notes on the levels bit of the forum for you level creators :)

annikk.exe

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Re: Ipad Custom Levels?
« Reply #18 on: May 25, 2012, 05:05:17 PM »
We can't move asteroids or draw lines!

And the IsiOS() function crashes PCs.  We invented our own function that works on both. :>

Tomfloria

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Re: Ipad Custom Levels?
« Reply #19 on: May 25, 2012, 07:37:56 PM »
And I've kinda figured out what function work, but it is limited! Not complaining though, I think first coding for iPad will get me to a beginner/intermedia coder ready for the more accessible PC version which can bring out some advanced coding!

sillytuna

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Re: Ipad Custom Levels?
« Reply #20 on: May 25, 2012, 08:32:22 PM »
And I've kinda figured out what function work, but it is limited! Not complaining though, I think first coding for iPad will get me to a beginner/intermedia coder ready for the more accessible PC version which can bring out some advanced coding!

Yeah IsIOS() is new for the iPad.

Rudolf

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Re: Ipad Custom Levels?
« Reply #21 on: May 26, 2012, 07:34:04 AM »
All our dirty code...  EXPOSED!
:-D

Tomfloria

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Re: Ipad Custom Levels?
« Reply #22 on: May 27, 2012, 10:53:39 PM »
Good job you guys didn't hide any secrets in the app. Or did you? :o

sillytuna

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Re: Ipad Custom Levels?
« Reply #23 on: August 13, 2012, 11:54:49 PM »
Quick note to remind people that the next build will break existing scripts.

sillytuna

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Re: Ipad Custom Levels?
« Reply #24 on: November 05, 2012, 06:13:45 AM »
We have no plans to further update scripting support on iOS (Sorry! Too many potential issues).

However, much of the remaining time on the new PC/Mac/Linux builds relates to a new game mode, levels and hopefully bringing modding support up to and beyond those of the original Eufloria. Scripting will remain LUA based and the current iOS scripts are more or less the style that will be used (I could do with tidying them up a bit).