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…

 

 

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.