Jump to content

acis

Member
  • Posts

    13
  • Joined

  • Last visited

Everything posted by acis

  1. How does any of this affect the topic at hand? You can still release 32bit iOS apps, you simply must also support 64bit - Apple's own XCode (which is free by the way) automatically compiles the 64bit version for you. To try present Apple as not supporting developers is just wrong. Plus, as I mentioned, the need to support 64bit was not "sprung" on Jeff, it was announced last year on their developer site and through an email.
  2. And for further info, before i leave this, as I just went and checked my notes, it was announced last October by Apple.
  3. As I said earlier, apps from five years ago are still running fine. This isn't an issue about backwards compatibility, it appears, rather, to be an issue about Jeff not being all that bothered developing for ipad. I probably should explain, I work as an IT Architect and am responsible for ios apps amonst other things (windows, linux, etc). I know Apple do not just suddenly do anything, there's constant information flowing from them, developer guidelines, updates, videos, sample code, beta access and so on: Jeff's remarks strike me as coming from someone who simply was never that bothered at paying attention and now finds it convenient to blame someone else. Edit: And just to add, I think the ios market does stink, and is full of utter excrement, so can, at the same time, appeciate Jeff's frustration. But that's not Apple's fault, nor developers, it's people, people continuing to buy these terrible free to play thrash that has fueled that dominance on the market. And so it is vexing to see someone throw in the towel in the face of that; the less options, the less likely it will ever change. But that's obviously my own selfish interest in this.
  4. Okay, but my overall point stands, he's not being completely frank - there were two changes made, the switch in cpu architecture ten years ago, which created a need for re-coding on one single platform, and now this switch to 64bit. That's not "every few years", it's twice in a lifetime. Basically everyone else has survived this apparent "upheaval" (including myself as it happens). And Windows too is just about accommodating 32bit at the moment but won't continue to do so, when it completely switches to 64bit, I presume that will be the end of new games on windows too?
  5. Have we? Do the previous games not need to register touches on the screen? Or make a window? Or rotate? All sounds a bit disingenuous to me to be frank. And to read that he only tested on 8.2, when 8.3 had been in beta for half a year is just bizarre. Plus the stuff stating "the most important thing to realize about Apple products is that they are designed to become obsolete fairly quickly" is juvenile stuff: the very original iPod, which must be about 15 years old at this stage, is still supported by the latest iTunes for example. It's his decision to stop developing for iOS but the old "blame the tools" argument is really quite naff: every game I've ever bought (i.e. over five years) is working on iPad with iOS 8.3 as far as I can see. Except Jeff's new one. Yes, that must be Apple's fault ...
  6. Great, glad you found something you're enjoying from that list. Jeff's games on iPad were a real highpoint for me and, like yourself, it's hard to find replacements but certainly will share any others I come across
  7. Mentioned earlier but if story is your thing, then definitely look at "Banner Saga". There's "Final Fantasy Tactics" which, while obviously has jrpg stylings isn't that kind of rpg really and has a strong story driven theme. "Little Big Adventure", bit clunky but again has puzzles, adventure and a definite story A different type of game altogether, puzzle/strategy but with a linking story and very polished is "Might and Magic Clash of Heroes" "Rimelands: Hammer of Thor", very, very old game (which manages the miraculous feat of still running fine on iOS 8.3) - it has what looks like an annoying on screen joypad but because it's basically a turn based game it's not so bad in this instance "The war of Eustrath HD", found this interesting and has a story but got very hard all of a sudden and I abandoned it but keep meaning to try again. That's what's there on my iPad anyhow, for reference..!
  8. "Icewind Dale" is another one to try, nearly forgot that one. I haven't tried that yet but think I'll go for that one myself now in the absence of Avernum 2 - it's not turn based but has lots of "auto pause" options so can be adjusted to suit.
  9. What's your evidence for this? Jeff's one game doesn't work? If you google "games broke by ios update" you get one hit, this. There was an issue with one or two games built on the unreal engine, I think, but that was down to them being old, recompiling on a newer Unreal build fixed the problem. And before you claim it's because nothing is as complex on the app store, the Baldur gate series still work fine, in fact Jeff's previous games work fine.
  10. Shadowrun, or Dragonfall, are turn based rpgs with depth too. Banner Saga is another option, very well received, though didn't really click with me initially for some reason.
  11. I don't understand the second point, surely if iOS 8.3 broke the engine, then the other Avernum games won't work too, yet they are running fine on my iPad with 8.3? It feels a shame to take redevelopment so far then just abandon it, apart from obviously I was very much looking forward to playing the game. The Spiderweb games were easily the most involving, enjoyable games available on the iPad so it is a huge loss to hear no more might appear.
  12. acis

    Lockpicks

    That was quick! Cheers Lilith, I think hearing that I don't ever need to open a door or chest is good news alright but had also missed the skill tree entry somehow, not sure why, but thanks for pointing that out, I'll go back and try pay more attention!
  13. acis

    Lockpicks

    Hi, I'm new to the range of Spiderweb RPGs, Avadon is my first toe in the water but really enjoying everything so far. The only thing I really don't get is the lockpicks/lockpicking side of things. I don't see Lockpicking anywhere as a skill that I can improve etc and I also don't see anyone selling lockpicks (bar the three the Smith had) so how does the lock picking side of the game work? I'm still early in the game but one chest I came across said I'd need 46 lock picks to open it (which is what really prompted me to post here) - I've only got seven! Do I really have to not open any doors and gradually save up any lock picks that I come across to, say, open that chest or am I not understanding something obvious? Thanks...
×
×
  • Create New...