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We haven't really heard much about these versions of the game.
I would really like to know prices and what differences it will have to PC and Xbox versions.
I want the android version because it'll be portable so I really want to know more information about.
The games DID get re-released when the app store launched on desktop Macs, but that was probably an easy port job from the PC version. Considering that the first two episodes didn't sell very well (although apparently they sold well on Macs), I doubt they're going to hire another developer to port the games to mobile devices.
I can't speak for the previous two RS games. All I can say is that TinkerHouse Games (who we're working with on ports) has done, IMO, a great job with CSTW's iOS versions (which will be coming out soonish; it's out, some people are reporting crashing, others are saying the controls are a little too sensitive - update coming soonish on those fronts) and if they do an even better job on Rainslick then you can expect the iOS versions (and presumably the Android vsns) will be feature-complete and look and run pretty good.
Will it support *all* Android versions? I'm not sure, as I'm less knowledgeable about Android, but I do know that Tinker's doing the best they can to support as many iterations of Android and Iphone as they can.
Well we don't have a specific time frame yet, but yes, our partners TinkerHouse Games are working really hard to get RS3 up on iOS/Android/Mac right now.
Been almost 2 weeks since last update, any news? I don't mind if it'll take awhile, but not having a date to look forward to is kinda annoying
(plus I watched my buddy play some on the Xbox the other day, and it looked really cool, but I'm traveling all month, so Xbox isn't an option, and my laptop is Mac)
I too am chomping at the bit...I have been on vacation waiting for this game to release on iOS and take my money. I'm confused why we don't even have a release date or why they weren't released at the same time. I'm just a crazed fan wanting to play...badly!
Hey guys,
I can sorta answer your questions. The iOS/Android versions weren't released simultaneously with the PC/XBox versions because the iOS/Android/Mac versions are developed by taking the C#/XNA game code/assets and porting them to Unity, which is then used to produce the iOS/Android/Mac versions of the games. Since it takes some time to rewrite the code in Unity and tweak the assets to function well on those environments, those versions weren't able to be released at the same time as the initial launch. Also, we don't have a set time frame yet because, well, because of the nature of this type of thing and the multitude of platforms and devices to support, it can be a little hard to nail down an exact date projection.
Hey guys,
I can sorta answer your questions. The iOS/Android versions weren't released simultaneously with the PC/XBox versions because the iOS/Android/Mac versions are developed by taking the C#/XNA game code/assets and porting them to Unity, which is then used to produce the iOS/Android/Mac versions of the games. Since it takes some time to rewrite the code in Unity and tweak the assets to function well on those environments, those versions weren't able to be released at the same time as the initial launch. Also, we don't have a set time frame yet because, well, because of the nature of this type of thing and the multitude of platforms and devices to support, it can be a little hard to nail down an exact date projection.
Really appreciate you taking the time to give an explanation and update!
Aaaaaaahhhhh! There is already upcoming DLC for XBL?? I'm starting to feel the balmy residue of iOS/Android vaporware. I was so looking forward to playing this over summer break, which soon comes to an end As historians and fans of the industry I thought at least Mike and Jerry would make sure this type of debacle would be avoided in their own house. Tycho hasn't even given an "official" update on the front page. Maybe my anger is misdirected...come on Tinkerhouse, it not like you got the code yesterday! (Gets off soapbox, sits back down in chair, covers face in hands and sobs bitterly)
because the iOS/Android/Mac versions are developed by taking the C#/XNA game code/assets and porting them to Unity, which is then used to produce the iOS/Android/Mac versions of the games
Out of curiosity, is there a reason why they are not going the same way the Bastion guys did? That is, taking MonoGame and extending it (and probably modifying their own code slightly) so that the original code works on multiple platforms (at least OSX and Linux)? I guess since you're not in charge of the port you may or may not know their reasoning, but I'm curious about their reasons.
I'm willing to hand over all my cash money for a portable version.
Ok, a little of my cash money.
Alright, I'll meet you half way with some of my cash money.
One cries because one is sad. For example, I cry because others are stupid and it makes me sad.
I appreciate all the hard work and effort your porting team is doing. It's nice to know that they're working to make a great, accurate port of the game, unlike a lot of ports which are just rushed out the door without any effort put into them.
I loved playing the PC version of Episode 3, and I can't wait to get my hands on the Android port.
Not sure if Mono works as well on Android+iOS+Mac or what.
The Mac port of Bastion was made using MonoGame (though they modified it in-house I think). I have no idea about the support for mobile devices (probably none? I guess it targets architectures which support .NET/XNA). Makes sense then they would port to Unity so they can target all other platforms. Thanks - now I feel slightly stupid since I probably could've reached that conclusion by myself if I had just spent some time thinking about it :S
I'm seriously looking forward to this now. Knowing that I need no history with the prior 2 games, I somehow never got around to playing them for WHATEVER reason and don't play enough on the xbox to start now, but the second this launches, I'm on it like white on rice.
So.... I want it. Make it happen. Get a whip, poker, anal nitrate (as either a threat or a reward, not sure of the THG staff and their sexual orientations. You could bring in some rabbits, flashlights, whatever it would take.
...Sigh... school has started and so my free time has gone. A part of me has died. Hope this comes out in time for Christmas break, but let's be honest...
...Sigh... school has started and so my free time has gone. A part of me has died. Hope this comes out in time for Christmas break, but let's be honest...
Please don't do this. I'm sure Zeboyd wants the ports out as fast as anyone, and the melodrama is not necessary.
Posts
Steam ID : rwb36, Twitter : Werezompire,
Will it support *all* Android versions? I'm not sure, as I'm less knowledgeable about Android, but I do know that Tinker's doing the best they can to support as many iterations of Android and Iphone as they can.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
You are working on ridiculous resolutions for your SNES style game, right?
I haven't seen the builds of RS3 on mobile yet though but I can only assume that they plan to leverage only highest resomolutions.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
http://penny-arcade.com/comic/2012/04/02
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
(plus I watched my buddy play some on the Xbox the other day, and it looked really cool, but I'm traveling all month, so Xbox isn't an option, and my laptop is Mac)
I can sorta answer your questions. The iOS/Android versions weren't released simultaneously with the PC/XBox versions because the iOS/Android/Mac versions are developed by taking the C#/XNA game code/assets and porting them to Unity, which is then used to produce the iOS/Android/Mac versions of the games. Since it takes some time to rewrite the code in Unity and tweak the assets to function well on those environments, those versions weren't able to be released at the same time as the initial launch. Also, we don't have a set time frame yet because, well, because of the nature of this type of thing and the multitude of platforms and devices to support, it can be a little hard to nail down an exact date projection.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Really appreciate you taking the time to give an explanation and update!
Out of curiosity, is there a reason why they are not going the same way the Bastion guys did? That is, taking MonoGame and extending it (and probably modifying their own code slightly) so that the original code works on multiple platforms (at least OSX and Linux)? I guess since you're not in charge of the port you may or may not know their reasoning, but I'm curious about their reasons.
Rainslick3 is still in development for these platforms though, no doubt about that.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Ok, a little of my cash money.
Alright, I'll meet you half way with some of my cash money.
I loved playing the PC version of Episode 3, and I can't wait to get my hands on the Android port.
The Mac port of Bastion was made using MonoGame (though they modified it in-house I think). I have no idea about the support for mobile devices (probably none? I guess it targets architectures which support .NET/XNA). Makes sense then they would port to Unity so they can target all other platforms. Thanks - now I feel slightly stupid since I probably could've reached that conclusion by myself if I had just spent some time thinking about it :S
So.... I want it. Make it happen. Get a whip, poker, anal nitrate (as either a threat or a reward, not sure of the THG staff and their sexual orientations. You could bring in some rabbits, flashlights, whatever it would take.
Steam ID : rwb36, Twitter : Werezompire,
Twitch: akThera
Steam: Thera
That's good.