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The 0.05 build was rejected as we are not allowed to have the Promotional Code button in the iOS build... Apples recommendation? In-App purchases, of course!

So... I simply disabled the button using a Unity iOS specific one-liner, as well as some of this weeks improvements to the interface and boom, she's been approved!


Last night I pushed a 0.08a release on the Android version - it should improve the speed again hopefully for some lesser spec devices. Apologies on this front, I am testing on a beast of a PC, then natively on a beast of an Android device so it somewhat skews my requirement to optimise the more resource intensive elements. James slapped my hands again with a few things like Component.Find and Resource.Load use that is all now baked into the base objects for the scene, but the first release was never about writing fast code first time.


Seemed a lot faster is the TL;DR...


You can now download from Apple Store now here:


https://itunes.apple.com/us/app/taps-of-eradine/id1123823185?ls=1&mt=8


And the Play Store is still at :


https://play.google.com/store/apps/details?id=com.CryptidTech.ToE



Please give us a review and a rating if you can - your keywords in the reviews help massively in promotion so please be kind (and fair, critique will help me improve it) - very much appreciated as always.



In terms of next steps, I would appreciate some input... would people like to see a PC build of what we have, or focus on improvements for mobile devices?


Both will come out of the wash (James is busy on Shards of course, else we'd burn through both) but I'm trying to use ToE as a preview portal for the new sprites etc (if that wasnt already obvious) but a PC build for me might make sense to get even more feedback about things to improve. Whaddayathing?

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Anonymous

PC very much please!?

cryptidtech

Hey, PC build is on the supporters bit now and via the email mailing list. Check out the latest post for the Steam Greenlight too... if it gets through, it will be easier to manage builds.