iPad Mini Dash - (by Chillingo)

Discussion in 'iPhone and iPad Games' started by Echoseven, Nov 26, 2012.

  1. anada

    anada Well-Known Member

    Oct 20, 2010
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    Because you seem to keep missing the point: You can use the slider as "buttons". I've tested it myself, simply tap either end of the slider and its like having two buttons. I still use the slider as you need more precision as you go on that a button can't offer.

    So there's really nothing to complain about
     
  2. syntheticvoid

    syntheticvoid Well-Known Member

    Jun 20, 2010
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    a[V-O-I-D]
    Well... Since half this thread is on my ignore list, and it's mainly full of "members" who are basically only posting in this thread and no others, I'll make this my last post in here and then let you all get back to... Well... Whatever it is that you're doing with the Dev behind closed doors.

    A slider is noting like buttons. Sure, it might be, if you lift your finger up... But IF a slider was JUST like buttons, the Devs wouldn't be so dead set against them saying that "SLIDERS ARE THE WAY OF THE FUTURE FOR IOS PLATFORMING!" -

    Now... Since one of you seem to know how someone other than yourself MIGHT play a platformer on the touch screen, and has been playing on the touch screen for the last 3 years... I'll let you in on it;

    I set my finger down on a button, let's say it's the right one. My character is moving right moving right moving right, OP! now I want to move left... So I slide my finger over to the left button without picking my finger up for the screen. You might be saying to yourself... "this guy is flipping retarded, he's basically playing with a slider" - except for one thing... THE CHARACTERS MOVEMENT SPEED DOES NOT CHANGE DEPENDING ON WHERE IM TOUCHING THAT BUTTON. That's how I like it. Apparently me liking it that way, and being comfortable with that, along with preferring that over the 4 or 5 iOS platformers that implemented slider control and the way it completely ****s with that style of play. If sliders were as perfect as you all say, they would be used in all of the precision platformers in the AppStore... Mos, LOE, Kung-Fu Bunny, Meganoid, Stardash, Pixman...

    Why is it so hard for you guys to believe that someone might be more comfortable with another control scheme? Why is it that someone voicing that preference or opinion is considered bitching and whining to you group of close-minded... Ya know what... Never mind. Have fun sucking up to the Dev, stroking each others... Egos... And I'll just go ahead and wait for this to go free. Because it will. With a Dev team so set against listening to consumers, they won't last long, they won't build a strong fan base, and they definitely won't make it in the AppStore.
     
  3. awp69

    awp69 Well-Known Member

    Oct 30, 2009
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    Hope I'm not in your ignore list! :eek:

    But anyway, I totally agree with you that it's not right to jump on someone just because of their preference of control scheme. I personally would prefer buttons myself.

    I was surprised that the slider and even tilt work pretty well in this game. That said the dev should be open to constructive criticism and add button controls. There's a great game here, but a responsive dev can help make or break a game and buttons, quite honestly, are the norm and should probably at least be an option.
     
  4. smes3817

    smes3817 Well-Known Member

    Oct 15, 2009
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    Back on the first page or so, didn't the dev already say they were going to implement buttons?

    And I hope I'm not added to anyone's ignore list either since I haven't even been a part of the 'control issue' discussion...
     
  5. awp69

    awp69 Well-Known Member

    Oct 30, 2009
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    I really, really hope they add button controls for people that prefer them so they don't miss out on this game. Been playing for last half hour and this has some of the most original, fun level design I've ever seen in a speed platformer.
     
  6. anada

    anada Well-Known Member

    Oct 20, 2010
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    What a massive tantrum to throw over a 99c game you've never even played
     
  7. awp69

    awp69 Well-Known Member

    Oct 30, 2009
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    I can't stop playing this game, but holy crap do some of the even "easy" levels get hard. I get into these panic jumping frenzies, which obviously is not a good thing in a precision platformer. :(
     
  8. ninjackid

    ninjackid Well-Known Member

    May 27, 2010
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    #88 ninjackid, Dec 3, 2012
    Last edited: Dec 3, 2012
    So this is like an auto-run platformer?

    EDIT: Never mind, just saw the gameplay video on the OP. Damn, this looks great. How is the slider? That's the only thing that concerns me, there's no virtual buttons?
     
  9. smes3817

    smes3817 Well-Known Member

    Oct 15, 2009
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    #89 smes3817, Dec 4, 2012
    Last edited: Dec 4, 2012
    Definitely not an auto-run platformer. It's along the lines of LOE, Mos, etc. but with a TON of levels, items to collect, secrets to find, characters to unlock, speedruns to complete and lots more to do. People who have not played it are complaining that there are no buttons but the slider works surprisingly well (and I usually despise sliders) which you'll find out if you get it. The thing with this game is controlling your speed (speed up, slow down, mid run) is very important in completing the levels, and especially on the later ones you can't complete them without it, so I'm not exactly sure how you could have multiple varying speed control with buttons alone. It may very well be possible with buttons though and I hope the devs figure it out and implement them just so the the (understandably) skeptical people can enjoy this gem.

    I'd say this is EASILY worth your buck (;)) and is becoming one of my favorite games this year. There are other senior members that have posted in this thread confirming the controls work if you are still on the edge.
     
  10. smes3817

    smes3817 Well-Known Member

    Oct 15, 2009
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    Haha I do the same thing and have to keep telling myself to chill out and think about what I'm doing :)
     
  11. Wow, I was just about to buy this, but never buy any iphone only games anymore. Plz Chillingo, make a hd version.
     
  12. ninjackid

    ninjackid Well-Known Member

    May 27, 2010
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    Awesome!! I'm gonna buy this one now, don't know why I hadn't picked it up before, for some weird reason I thought it was an auto-run platformer. :p thanks!
     
  13. Haha, guess you didn't read the last couple of posts from Syntheticvoid! ;)
     
  14. cabdog

    cabdog Well-Known Member

    Mar 14, 2011
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    Mushrooms?

    So, is everyone trying to get the mushrooms on every level? I find myself dying repeatedly when trying to get the mushrooms. Whereas making it through the level, can be sort of a breeze.

    Is it just me or is getting the mushrooms super difficult? Is it necessary to get all of the mushrooms? Or can I continue to have fun playing the game with only getting the mushrooms that I'm capable of, and not waste my time dying over and over and over trying to get the really hard to reach mushrooms?
     
  15. ninjackid

    ninjackid Well-Known Member

    May 27, 2010
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    Nope, I was feeling lazy. :p

    But seriously, I just played a couple levels and damn, this is great! Definitely my GOTW.
     
  16. Nobunaga

    Nobunaga Well-Known Member

    Jun 2, 2012
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    This. 100%.
    To the people posting on this thread and especially the developer. I much prefer a virtual d-pad to a slider. You can agree with me or disagree with me. Don't tell me I'm wrong though. It's a matter of opinion and preference.
    The same argument comes up every time there's a discussion of tilt versus touch controls in games. I hate tilt controls. That doesn't make them bad though.
    I.E. blue is not better than red.
    I can appreciate the opinion that the slider is good, works, whatever. I believe, and this is just my opinion, the best and smoothest controlling platformers on iOS use virtual D-Pads.
     
  17. slewis7

    slewis7 Well-Known Member

    Apr 6, 2011
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    Ditto!
     
  18. awp69

    awp69 Well-Known Member

    Oct 30, 2009
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    I can completely understand this and would like to see how buttons would work. The only reason why I'm not entirely sure how well they'd work is kind of what smes3817 was saying. There's some differences to the feel of this game (from things like LOE) where a slight variation in speed or mid-air move can all but make or break you. The slider does kind of enable you to have a bit more control over that speed or transition. Regardless, this is a very hard game IMO (as I mentioned before even some of the easy levels in the second world are quite difficult and I've barely tried the hard ones yet).

    Still I most definitely prefer buttons over sliders (and certainly tilt in a platformer is not ideal to me at all -- even though it works better than expected). So I can see where others would shy away from the game without that as an option. Would love to see the dev at least give buttons a try. I do think it was kind of offputting for him to kind of brush the idea completely aside.

    It's not going to stop me from lovin' this game though.
     
  19. Ninjackid, this is what happened to the last senior that questioned the controls. Be careful!
     
  20. Agas

    Agas Well-Known Member

    Jan 28, 2011
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    #100 Agas, Dec 4, 2012
    Last edited: Dec 4, 2012
    Vote for your favorite GOTW !!!

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    [size=+3]Mini Dash[/size]
    is a nominee for
    [size=+2]Touch Arcade Game of the Week
    28/11/2012
    [/size]


    Do you like to dash into the trap-filled worlds of Mini Dash?

    [size=+3][thread=168267]VOTE HERE[/thread][/size]
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