I have actually seen the reverse issue: a game ported from the iPhone to Facebook. Because the iPhone version used the gyroscope to implement "gravity", the Facebook version "had to" have it too and ended with some clunky control in that area. This was the initial push, later on, the two versions gain their own personalities.
The game is Pocket God and both versions are free. For full disclosure, I've worked on the Facebook version.
Also another question: why doesn't anybody seem to be making any non-casual / non-social games for Android and therelike?
If you have a look in the top 100 games on Android, all you've got there (with like two exceptions) are pretty much Facebook- or browser-games ported to Android. If you want to play a game with real depth you seem to have to resort to emulators.
Hi, I'm from Argentina, and I work on a small videogame company her and am studying Game Design (GD schools here are few and too expensive, so I do it on my own, reading books, learning to program and designing boardgames and small games as often as I can)
We're currently developing a card game in flash, and the same game for iOS and Android devices, and we run into this kind of things all the time when porting features from Flash to Mobile, so I found this episode really useful, and would love it if you did another one in the same topic!
Tip about people with long fingernails. Suggest they use their knuckles to touch the screen as if knocking on a door. Works well for touch-screens that don't play well with fingernails. Speaking of which you need to keep in mind the different mechanisms of touch-screen. Some ONLY work right when you DO use the fingernails. Others work best with anything EXCEPT the fingernails.
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You should check out Ingress, not quite what you're talking about, but it's a game based on the GPS in phones and real world.
I have actually seen the reverse issue: a game ported from the iPhone to Facebook. Because the iPhone version used the gyroscope to implement "gravity", the Facebook version "had to" have it too and ended with some clunky control in that area. This was the initial push, later on, the two versions gain their own personalities.
The game is Pocket God and both versions are free. For full disclosure, I've worked on the Facebook version.
Also another question: why doesn't anybody seem to be making any non-casual / non-social games for Android and therelike?
If you have a look in the top 100 games on Android, all you've got there (with like two exceptions) are pretty much Facebook- or browser-games ported to Android. If you want to play a game with real depth you seem to have to resort to emulators.
We're currently developing a card game in flash, and the same game for iOS and Android devices, and we run into this kind of things all the time when porting features from Flash to Mobile, so I found this episode really useful, and would love it if you did another one in the same topic!
Thanks a lot guys! Keep it up!!