I intended to spend about 6 weeks on this but spent around 12.
https://twitter.com/christyxcore wrote https://www.imore.com/best-word-games-iphone-and-ipad-2018 for imore.com a year ago
https://mockrocket.io/ For mock up Or https://www.loom.com/pricing
Link for App Store as web page: https://apps.apple.com/us/app/0/id1596833290
Write review link: https://apps.apple.com/app/id1596833290?action=write-review
Submitted to: https://whatoplay.com/ios
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App was approved today and is now appearing in the App Store. I'll need to wait 24 hours before it is available for paid search results.
Chrissy (and I) posted on Facebook. She reached out to other friends via other mediums (text, maybe WhatsApp?).
Filed a bug with Apple:
Normally, if an iPad is rotated, an SKScene with a scaleMode of .resizeFill will have its didChangeSize method called. If an iPad is rotated during an SKScene presentation with a transition, and the incoming SKScene has a scaleMode of .resizeFill, its didChangeSize method is not called. Further, its content may be squished or stretched.
To recreate, create an SKScene that has scaleMode .resizeFill and slowly transition in. Rotate the iPad during this time. Use the attached project for a demonstration: running the project on a simulated iPad, tap the main view and quickly rotate the iPad. In the demonstration, the SKScene logs every call to didChangeSize. Note the failure of messages appearing when rotating the iPad. Notice the distortion of the circle.
After the transition is complete, subsequent rotations generate the expected behavior and the aspect ratio is corrected.
Results expected: the scene being transitioned in to receive didChangeSize and its aspect ratio to be correct even if the device is rotated during a transition.
Results actually seen: the scene does not receive didChangeSize events and its aspect ratio is not correct if the device is rotated during the transition.
Jotto https://people.sc.fsu.edu/~jburkardt/fun/wordplay/jotto.html which notes some people call it ghost (so I was right!)
Words in but not in TMW:
Sound bug has been addressed, I believe. Separate bug occurring in PuzzleScene.touchDown
within addChild(dragStar.sprite)
. I was able to reproduce it on an actual phone partly by chance. First I played several games, dragging stars down. Then I paused game, went to "how to play" and forgot about it, using phone for other purposes. When I came back, and noticed the game was paused, I tried it again. When I dragged a star, it crashed. Suspect it is adding the sprite when it is already a child. Added conditional .removeFromParentIfNeeded
before calling addChild
, hoping that will fix it.
More Clues | Moderate Clues | Fewer Clues | No Clues | |
---|---|---|---|---|
Easy Words | 1 Mo | 2 Tu | 3 | 4 |
Moderate Words | 5 | 6 We | 7 Th | 8 |
Hard Words | 9 | 10 | 11 Fr | 12 Sa |
Sizing for iOS, iPadOS: https://samuelkraft.com/blog/safari-15-bottom-tab-bars-web
You made webp
animations using Chrome. With Dev Tools visible, you selected the game container element and resized the window until it was 150x296. You used ScreenFlow to capture the play area in a rectangle of 150x280 (shorter to leave out the rounded edges). Trying to use the mobile mode had weird effects on the computed game size and the particle effects. Perhaps a bad sign for an Android device?
You used this tool: https://ezgif.com/video-to-webp to turn mp4s output by ScreenFlow into WebPs, but it can directly output GIFs and animated PNGs. You did not investigate deeply or about exporting WebP directly (an early test showed poor quality).
Use gmGlyph app which you purchased. Saved versions are in Media/Three Magic Words/Web. "Publish" as "Cocos2d" to get png
file, then as SpriteKit to get xml
file. Delete other generated files.
Fixes: FIXED BUGGY PARTS
Added: ADDED FRESH STUFF
Changed: NEWLY MIXED PARTS REDID SHAKY PARTS
To add second domain: https://support.google.com/analytics/answer/10071811?hl=en#setup