It is better to know your comrade’s mettle before the real battle begins, is it not?

I have finally managed to get The Lords of Midnight and Doomdark’s Revenge ready to return to the stores. Yes I know it’s taken a while and in reality it’s been a labour of love, but we are almost there. I have had both games running on iOS, iPadOS, OS X, Windows, and Android.

I am hoping to release the games during January, I have put a lot of work into this rebuild of The Lords of Midnight and for that the game will now cost a total of NOTHING! I initially intend to keep a price on Doomdark’s Revenge, although if you’ve already paid, you won’t need to pay again. But I also intend to include some In App Purchases in the future.

Right now, I would just like to get as many people testing them to make sure that they are behaving as expected. I am sure there are a few little niggles, and I know there are a couple of small UI features that I removed; awaiting a rebuild. I just decided not to hold up the release because of them.

To start testing The Lords of Midnight…

To report any issues either use the links supplied as part of iOS/Android testing system, visit my issues page on GitHub or fill in the form at the bottom of these page. Please provided as much information as possible, screenshots if it helps, and details of your device.

Some of the things removed.

  1. Detailed map needs the ability to scale.
  2. Desktop – Cursor images need adding
  3. The compass gadget is missing from the look screen
  4. Desktop – Some keyboard shortcuts are missing
  5. Mobile – Some gesture shortcuts are missing
  6. Desktop – Only runs in a window. Should open a window in 16:9 at about 75% the hight go your desktop resolution.

Known issues

  1. Splash and Credits screen crop badly top and bottom
  2. Desktop – Direction number keys are mapped incorrectly
  3. Scrolling indicators/icons missing from think page and popup info pages
  4. Names on the map collide with each other
  5. Options screen has incorrect options on it for platform

Some of the changes.

There have been some UI changes that I have added either for flourish while I was rebuilding or out of necessity.

The landscape view now adapts to your screen resolution much more dynamically. It keeps the same aspect ratio (1.3333) of the original for the height of the view but allows the width to grow. The affectively gives you a wider field of vision or wider devices. I did feel originally that this was an unfair advantage to those on with resolutions closer to the original, but in the end I decided that the advantage was minimal as most people look around them anyway,

The Think page changed a little. The first is that the text now scrolls vertically if it gets to long. Again this was to help with certain resolution issues. But also each think page now scrolls horizontally in a fashion more akin to scrolling pages on mobile devices. Note the page indicator at the bottom of the screen.

He thinks again…

The following screens show some new additions to the think screen that allow to take certain actions direct from there.

Showing the new display when it’s night… more like the original.

Two changes that have happened on the main menu. A bigger scrolling area for the stories and a new stile menu screen.

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We must reach the Tower of the Moon by tomorrow

It’s been 15 score and 7 days since I last posted about The Lords of Midnight. Things have changed a little since I decided to make the games available for free on GoG and to remove them from the Apple and Play stores. Firstly my working situation didn’t change. This was mainly because the government shelved its implementation of the new IR35 rules that were coming in to effect in April 2020. The reason for this was the same reason that has turned 2020 topsy-turvy; Covid19.

During this time I still haven’t done much work on LoM deciding to keep to my self imposed exile. I did visit the land of Midnight time-to-time and managed to break the back of a number of issues, and I enjoyed my time there for the first time in a long while.

I have have finally pretty much completed the Cocos2dx port. I only say “pretty much” because until I produce a release with it, then I’m not sure of any issues that remain. There are some known Desktop problems and I haven’t looked at Android at all (other than it’s under Cocos so should work mostly).

I have also satisfactorily resolved the resolution independence problem that has increasingly gotten worse with Apple in particular going hell bent for leather to release as many different resolution phones as they can managed over the eight years since I original brought the new LoM to mobile. Some of you may have already see the wide screen screenshots that I have posted on Twitter.

With those two issues at hand, I believe I am very close to being able to bring The Lords of Midnight back to the Apple Stores soon. My intention (but don’t hold me to it) is to get the game in to TestFlight testing in January and get it in to the stores proper as soon as possible after that. There are a lot more Apple devices to test on this time around!

After that, I will look at resolving any desktop issues so that I can get the game into TestFlight for OSX in February.

If these two milestones can be achieved, then Android and Windows release will follow very shortly after.

This is the last few remaining issues that I would like to tackle before I push to TestFlight. Not all of them are required to push to TestFlight so I suspect I will attempt an early smaller test release just to go through the process.

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The building of a new citadel upon the ashes of the old had already begun.

I thought I’d take the opportunity to briefly discuss the Lords of Midnight rebuild particularly for those people who have found their way to the blog more recently. I have spoken a number of times over the last few years about the loss of the Marmalade system that I was using as the underlying cross platform support for LoM and DDR, and that I would need to rebuild the project under a new system in order to at least keep supporting it, and better add some new functionality. The rebuild has almost been a full UI recode with very little backend game changes other than to get code compiling on various platforms. During the UI rebuild I have taken the opportunity to change the way a few screens might work, but nothing too drastic. In many cases the rebuild has simplified the code in certain areas.

I know this process has taken a frustratingly long time, but happily that process is now almost complete. Both The Lords of Midnight and Doomdark’s Revenge are up and running, and they now both completely share the same code base. I have placed the skeleton versions of the Desktop in test so that I can see if there are any glaring issues with the new build, and will now focus on getting them released for Mobile before coming back to Desktop and tidying up the few features I chose to drop in order to get me to a Minimum Viable Product.

Availability

The first thing to point out is that none of the following versions will be released as a new purchase, so if you already have the game, you should be able to pick up the updates for free as long as your device is supported. And in theory over the last six years most people will have updated to new devices anyway.

iOS

The reason for the iOS focus is that The Lords of Midnight currently does not work at all on the iPhoneX range of phones and essentially it is the version most endanger of being pulled from the store. I’ve had a few reports of the games not working on Android, and none at all for OSX and Windows.

This week I will be testing the game across all the current resolutions for iOS devices to make sure they all work as expected. I will then take stock and the end of the week to see if I can release both iPhone and iPad versions together or not. Either both or one of those versions will go into public beta through Apple, and then I will look and OSX.

OSX

The reason for OSX focus is due to 64 bit support. The next version of OSX – Catalina, due in September, will remove support for 32bit apps. I can honestly say that I have no idea if the versions on the App Store were built 64 bit or not, but I suspect not. Under the current development system, all I need to do is build and submit – in theory!

Android

Android needs a little bit more work. Firstly just getting the new code base building. I have not focused on this at all just because I’m Mac based, using iOS, and needing a Windows version for Drew. However, I have not been concerned at all that it will not build, it will just take a short time going through the motions. The I need to test against a number of screen resolutions. This is the area that will probably cause me more work if it hasn’t already as part of the iOS process. It is likely that the rewritten landscaping technique does not hold up across a number of different aspect ratios. And of course, 64bit will soon raise its ugly head across the Google platform.

Windows

Windows version is already building and the only real work required is Fullscreen and Resolution support. There will also be a little bit of Desktopification required as I look back at all the features and make sure I am not too Mobile centric.

There is currently no real urgency on the Windows version other than wanting and needing it to generally be released as soon as I can. The only real consideration I am having with Windows is whether to consider Steam or Epic Games store as a new mechanism of distribution.

Feature Parity

During the process of getting all the versions released and then immediately after I will take time to make sure that all the features that I have removed in order to hit a release, are put back. Most of these are small things like a few touch gestures and shortcuts.

Gameplay

There are technically no gameplay changes. However, there are a few bugs that have been fixed over the last few years that some or all of the versions have not been updated with.

The Future…

New things can now start to happen… 🙂

Reference:
  1. This time you’ve got me to help you
  2. The Moon Ring lends us the power to change our plans
  3. The way was obscure but he moved onwards
  4. We cannot spare more than a few for such a perilous task
  5. Above the towering clouds simply melted away and the bright stars gleamed in the sky once more
  6. Only Luxor remained with a thousand riders of his houseguard waiting for news

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He rode on towards the Tower of the Moon a little more gladly

Thanks to the generosity of Scott Gibbens, who took time out from his 170 mile journey home at the end of a busy day at work, to swing by my place and lend me his iPad2 for testing… the new build is now working on all the devices it can. The only restrictions I have had to make is iOS7. This removes iPhone 1-3, and iPad1, and iPod Touch 1-4. Unfortunately, there is just nothing I can do for these old devices anymore. For the record, the current version in the app store will continue to be available and work on those devices that have already downloaded it, it’s just no future versions (should there be any) will be available.
This new build has gone out to the external testers, and as long as I get the ok, it will head to the store next week. All being well, I will do the same for Doomdark’s Revenge. I intend to release both LoM and DDR for Android, Windows, and OSX as well to unify the releases. However, Blackberry, and Windows Phone will not be getting this release.
 
For the record, this is what is available in this release…
 
1. Added discovery map
2. Added ‘tooltip’ info on map
3. Added cleanup button for lords on select screen
4. Change to undo system ready for difficulty modes
5. Added ability to UNDO from the gameover screen!
6. Handle new screen resolutions
7. Built for latest IOS SDK
8. Support 64 bit devices
9. Cosmetic changes on scrolling views – dithered
10. Update of engine to align with Doomdark’s Revenge
11. Misc minor engine fixes ported from Doomdark’s Revenge

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This time you’ve got me to help you…

A few months back I received an email from Marmalade Studios. Marmalade is the system I used to give me cross platform support. I pay for a licence yearly which is still covered by the ongoing sales on the long tale of the game. Anyway, the email informed me that Marmalade were pulling out of the Tools business to focus on their own development. They laid out a timetable and final release plan for the current tools but ultimately from March 2017 they will no longer be supporting their toolset. There was an offer to purchase rights to the source code, but as a small indie, that’s not really an option.

This doesn’t affect the current releases, but what it does mean is that any chances of me producing updates in the future have almost certainly been removed. And with every new OS release, the chance of the game not working are increased.

I know I have not been prolific with updates since the release of Doomdark’s Revenge settled. There was so many things I wanted to do, but just haven’t gotten around to. The reality is two fold, as amazing as the sales of the games have been, they are obviously not enough to support me full time, and secondly, the games were written quite frantically in the end and I never regained that sense of purpose after their release; this is not just for these games but for everything that I have been doing creatively.

I’ve been trying recently to tie up another release. The main reason for this is to produce a build with the latest version of Marmalade and get it out there to properly support the latest devices. In theory a new release should keep its visibility in the App Stores for a few more years. As part of this I’ve been slowing adding a couple of features: Discovery Mode, Difficulty Modes, Rationalise the code base between DDR and LOM. etc..

So with all this in mind I have been toying with the following: Uploading the source code to GitHub and making it open-source with the objective of transferring it to another cross platform solution, Cocos2d-x for example. Or, allowing people to port the engine to any other coding languages they like, so it could be used however they like.

The current codebase is written in c++, and thus moving to Cocos2d-x makes sense, but I quite like the idea of porting to c# or swift.

Moving to open source could also allow for the tool chain to be fully developed which would allow for more work to be put into ongoing development of the games.

Anyway, I shall think on this more, but if anyone is interested in getting involved, then drop me a note…

 

 

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No ice, no storm, no sword or shaft shall keep me from thy side

ddr_google_feature_graphic_1024x500

Just in case you missed it… Doomdark’s Revenge is out on all formats.

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We ride to tear the Frozen Empire asunder!

doomdark_site_indexAfter hastily announcing that I will be releasing Doomdark’s Revenge on the 7th I can now confirm that the actual release date will be the Monday 17th Feb.

The main reason for this change is purely logistics. I have to get the website ready to go, PR and Press Packs, Screenshots, Video, submit all versions, and create the store for direct selling.

However, the other reason that I hadn’t taken into account until thinking about submission congestion, is that, during the week of the 17th, it would have been Mike Singleton’s 63rd birthday. So it feels appropriate.

The iOS version is ready to go, and I intend to submit to Apple tonight. Apple usually take 7 days to approve a new submission. If there are any problems, then I would likely miss the 7th. The real area of concern is that from Feb 1st, Apple are insisting that all submissions are done using XCode5 and target iOS7 as the build SDK. In theory this shouldn’t be a problem, however in order to guaranty this, I need to build with the latest version of the Marmalade SDK 7.1.1 and as this version is only BETA at the moment I have slight concerns. I am currently not able to submit to MAC Appstore because of a Marmalade issue, and that affects my confidence in it.

The Android version appears to be ready. The first initial sweep has been done and a few small visual bugs stamped out. The game UI now seems stable across resolutions so I would suspect that supported devices will be the same as with The Lords of Midnight. I don’t foresee any issues moving forward. The turn around time on Google Play is such that I still have plenty of time to fix anything that crops up.

I have done a Blackberry build, and it all seems to be running in the simulator without issue. I need to perform an actual device test but again I don’t foresee any issues. There were some initial problems with the Q10 720×720 resolution but they have been ironed out. BTW: this version will allow the Q10 to rotate and I will include this fix in The Lords of Midnight ASAP.

Samsung and Amazon builds are just packaging. So again, I don’t foresee any issues.

Windows and OSX builds should be good, as this is how I develop. I expect to hand over a master to Fastspring and GoG.com early next week.

The only issue with the OSX version is that it is unlikely to be available in the MAC Appstore for a while. This is due to the aforementioned issue with the Marmalade SDK and OSX Mavericks. If the issue is not fixed soon, and I have a window of opportunity before the 17th ( preferably by the 10th ), I will install an OSX Mountain Lion machine and attempt to build the app. The OSX version will however be available direct or through GoG.com, where I don’t need to release a signed app.

Once the release is out there, I intend to revisit Windows Phone 8 version of both Doomdark’s Revenge and The Lords of Midnight.

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Version 1.11

lom_advert_for_mobilesI finally managed to push out the update to Lords of Midnight. All platforms have been updated to 1.11

This is the first time that all platforms have shared the same code base, and it’s the first time I have updated all platforms on the same day. It’s quite a big day as I’ve been trying to get this update out for a while, and I feel this marks the proper hand over to Doomdark’s Revenge. So, I really hope I haven’t missed something massive somewhere!

This will likely be the last update this year, unless of course I’ve messed something up. For the next 6 months I suspect all my focus will be on Doomdark’s Revenge. Not only getting it released, but those first few updates that will happen to it early next year after the initial release.

I full list of changes can be found here….

But I thought I might pickup and summarise a few of the items.

Big change was adding new grouping controls. You can now scroll around lords that are grouped making it easier to select lords from the select screen when they are grouped. You can also merge groups, disband with one click, change the leader of the group, and drag a lord from one group to another. You can also disband a group or leave a group from the think screen. Video of it working here…

There is more keyboard support on screens. This is for the desktop version and hopefully Android where it has keyboard support.

Mouse wheel support is there for the desktop version.

The scaling on the map is now available to the mobile versions. You can scale with pinch and spread, but I have also left in the scaling gadget on the mobile versions too.

Selecting lords on the Map screen has had a little work. You can now select the multiple lord icon in order to gain access to all the lords.

For iOS I have added an option to toggle between an ebook novella and pdf novella. I hadn’t considered that people might not have iBooks installed. But I have also added ebook support to the OSX version now that Mavericks is shipping with iBooks.

Two biggies that will make a difference to the game. You can no longer select a lord from the map screen when Luxor is dead and Morkin does not have the Moon Ring. This was a bug that would have allowed you to still control your lords even though you didn’t have the Moon Ring – sorry that exploit has now been plugged!

lom_advert_for_desktopsAnd, armies were fighting double at night. Which means battles would have been quicker than they should have been because double damage was being dealt out. This would have meant that you could have lost a fight without the chance of escaping, because you should have had a turn between the two battles. Or the armies on both sides are unable to get reinforcements between the two battles.

I hope you enjoy…

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Update

dragonI thought I’d post an update of where things are at, at the moment.

I’ve been having a bad run of “can’t be arsed”, this is not just on the Midnight front, but with a number of things. It happens now and then. I think part of this is due to the fact that from October I worked tirelessly on Lords of Midnight right up to release, and then followed the release with two months of updates. In the end, I think it burnt me out a little. That combined with the day job and that I work for some of my clients in the evening as well. The problem is that I have now lost a little bit of momentum and I just need to get that back…

The desktop version is almost ready. I hoped to put it into test a few weeks ago, but didn’t because I was waiting to add one more feature, which is the MAP scaling and movement gadget. I did the temporary graphics, but haven’t implemented it yet. Once that is in I will make a request of Jure for the final graphics and then upload for test and open the forum for testers.

I intend to formally request Jure start work on Doomdark’s Revenge at the start of May, so that is my new goal; I’m going to aim to have the desktop version in test and DR started by the 1st May. And then aim for DR to be ready for at least the Mac App Store  by the end of May.

 

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This is a gift beyond gifts…

ms62

To celebrate what would have been Mike Singleton’s 62nd birthday later this week, The Lords of Midnight will be reduced to half price on all available stores for the whole of this week starting Monday 18th February…

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