Robo Fighter 1.7

user_avatar Made by: Pingywraith
indie

PROJECT DESCRIPTION

Share this project:

Take control of Robo Fighter and defend your base in this side scrolling shooter. Over 35 different enemy types to fight against spanning 16 levels. Get the story told from the point of view of the pilot who is trying to figure out the reasons behind the start of an interplanetary war.

VERSION 4.6

Last Updated: September 21, 2022

had to remove the pause button. It was causing huge problems in the final Xcode form for some reason.

COMMENTS

YOU MUST BE SIGNED IN TO LEAVE A COMMENT

December 21, 2016

Hey are you still on Hyperpad?

December 22, 2016

Yep. just put Fluttery, Fluttery FREE and Robo Fighter GO in the app store a day ago. Robo Fighter GO is still in review with Apple, but the other 2 are there now. I copied these links below. drop in a browser and they will take you to the app store. Gotta finish the free version of Robo Fighter GO next week and push to Apple. I just signed a second year as a Apple developer the other day by the way.

Working on a dragon game with tilt and swipe controls now and have nearly finished the swooping, gliding, winged flight controls and will be working the ground controls for walking, running, fighting, and eating, etc. Mostly have good fire spewing (good for dive bombing), flaming ball shooting mechanics for ranged combat. The flames also last a while in game, land and roll all over the place catching everything on fire burning farms and barns and screaming peasants....good stuff. Gonna be a while for that game. Probably late spring or summer. That will be four games and eight apps with the free versions accounted for. That's a good run of games built in HyperPad. If I could push apps to Android as well I would stay with HyperPad forever probably, but may have to learn one of the MANY game development apps I have on my PC. I don't know, those apps are like work....like the junk I do all day at a regular job. So coming home to sit at a PC is unfun compared to thrashing something together in HyperPad and testing tweaking. To me HyperPad is more like a game you play to make games.

https://itunes.apple.com/us/app/fluttery-free/id1151598311?mt=8

https://itunes.apple.com/us/app/fluttery/id1151235413?mt=8

September 07, 2016

Hey, what happened? How's the app? Did you move on from Hyperpad?

September 08, 2016

just updated robo fighter yesterday with improved controls for vertical sky flight. tweaked the animations and AI significantly. went through the entire game and got rid of every unused behavior. formatted it for phones. the free version is now the entire game with a few ads running here and there. that's a money maker. about 2 cents on every interstitial depending on if video or static.

i just finished two more games and have ready to push to the app store later next week. the first is called Fluttery that is a runner/glider game that tested so well when we stuck it in everyones hands (about 20 people or so) that we had to fight to get the tablets back. it utilizes tilt control and tapping the screen anywhere to flap wings. simple control and sublime music make the game an addictive experience . i have a free version with a single ad that runs on titlescreen only. and a 99 center ad free version. i tried to push it up to the hub as an open source game for you all, but it keeps crapping put for some reason. every time.

then, robo fighter GO is ready. the second game with rts gameplay incorporated into the arcade style action. a much more advanced game with 15 different environments that are open ended exploration since the game has full freedom of movement in any direction for huge game levels with multiple mission objectives. like old school metroid, castlevania, etc. land sea, cave systems, enemy strongholds, cities, jungles and skyscraper rooftops to name a few. enemy fighters that dodge a weave for mor dogfighter like action. robotic engineers you can send out to suicide bomb entire enemy bases like mushroom clouds. enemies include environmental predators as well as the standard military rank and file. heh, yeah...that games done too. got a free ad version a one buck version ready to go.

i have ad networks and campaigns being started for all three and a few small details the marketing folks need to finish up over the next couple days and then push all three, the update and two new apps at the same time to the app store. that apparently sometimes gets Apples attention and might get a small spotlight put on me as a developer that is pushing new and shiny in the app store....who knows, worth a try.

if i can get the hub issue sorted i will push the onslaught level of the first game up open source. it is newly updated and contains most of robo fighter game assets in one level. might make for fun to see how i tinkered it together and tweaked all the enemy AI....and their pretty stupid really, but shoot straight.

September 08, 2016

WOW!!! I did NOT expect that type of amazing response XD. The thing is that I it sounds like I had the same issue with the hub and when I emailed the team, they got it sorted out in like a day. Try it out - and you should be able to publish literally tomorrow.

Now, how're your sales? I checked out RoboFighter on the App Store, and I was disappointed to see no review or ratings yet. Thing is you're really putting A LOT into this, and this game looked absolutely amazing 2/3 months ago! It would be a shame if the sales aren't really coming along yet... I don't know... You're one of the more "professional" people using Hyperpad and I guess I like to here how other developers are dealing with the problems and succeeding with their game.

That being said, you'll definitely make good sales if you haven't already! I think you should make your description (in the App Store) a bit more simple... But your screenshots are good! Good luck!

September 08, 2016

sales are terrible. i will fire the marketing staff if things don't change soon. they were supposed to coin up for a real site, and did't, cheaped it. a few other things too that i won't mention. all good. i build games for fun and experience. profit would be a bonus only.

i am doing a bunch of 3d work for a friend of mine's game he is building in Unity. i know a fair bit about Unity myself and logic as well, but i don't know C and he does. i also have some other game building software on the pc that i am getting my head around for multi platform development.

March 13, 2016

Haven't heard from you in a while... How's the app going? How're the sales? Did you meet with the marketing folks?

March 14, 2016

They ran a market study on the game and showed me its current trend (just sitting there not doing much but did get a lot of hits here and there when I used certain keywords) and then presented a basic strategy for the best keywords, advertising they will run on a few sites and how they will taylor it to the specific gamer group (which is part of what the study showed). In two weeks the game will be advertised as I hear it. They will be pursuing in-game advertising which apparently makes up about 65 percent of the revenue in gaming today.

I currently have updated the game with an extra game mode called Onslaught. It's a score based survival mode that will leaderboard high scores to the game's site and save the players current score to the title screen also. It also allows you to control support troops and tanks a bit like an RTS game. You can change your snipers fire direction at will, and make tanks and artillery vehicles fires fast as you can tap on them when getting overrun. That game mode will be updated periodically to keep it fresh.

I found out that the reason you may not be able to download my game is because it is 64bit. I had no luck saving the Xcode out as 32bit even though I know where and how to do it basically, the version I am using doesn't want to downgrade the app.

I have created one trailer for the game and will make two more this week with more pizazz. Here is the first trailer to view. https://youtu.be/wrzpqQTNKR8

March 15, 2016

Great, glad it's coming along!

January 25, 2016

I'm so glad the game is getting downloaded. If you didn't notice, new games get featured on the Apple Store every Thursday. Does the game have any chance of appearing there? I'd be so pumped up to see a game with a developer I've talked to!

January 25, 2016

Also is the website out yet?

January 25, 2016

18 on the free version so far. 264 people looked at it. Pretty cool all the trends, sales and analytics you can track on your apps.

I did not know of the new featured games being spotlighted, I will look into it. I want to get the game updated again soon. The new animations and sound I added with analog control really pushed the game into a truly polished feel to me.

I am to meet with those marketing folks soon and will let you know about the site soon, I can put my version out which I already designed and finished, just haven't gone live yet. Or, wait and see what they are going to do for me, apparently they have a plan. I would have already met with them but we all live in the Washington DC area and are snowed in with 3 feet currently. Government is shut down, even tomorrow, so I sit and continue to create.

January 23, 2016

Are you submitting Apple these updates as well or something?

January 23, 2016

Yeah I just submitted an update a few days ago when I improved the controls for both free and pay versions, right before Hyperpad pushed out its update (go figure). it's pretty easy to reXcode the project once the Hyperpad folks press it, update the App Store info about what's new and then resubmit to Apple. it only took about an hour, but you still have to wait on Apple to review. I plan on submitting this new improved version in a week or so. Got to play test and refine some more after the Hyperpad update. I also want to look at the new overlay feature and see if that is something that could improve the game. The new joystick behaviors that allow for animation assignments in four independent directions plus analog animation was a real nice update.

January 23, 2016

Yes, I'm liking this update too. How was publishing to the App Store for you? Did you receive money? How much did you pay?

January 23, 2016

The Hyperpad instructions on publishing are very good. They lack a few details though. It took me about four or five hours to figure it all out the first time. And I had some errors with the Xcode with a few failed attempts at pushing to Apple. Once I figured out all the correct little details I can do the process in about 30 minutes now. in Xcode you have to put all the correctly sized app icons in place, check all the right little things that are not set right by default. name the project correct, validate it, archive it, set the certificate Id that you create using the online tools Apple gives you. Then building the dang App Store look in ITunes Connect that took about two hours to figure out (again good Hyperpad instruction), this is the part where you are laying out how it appears in the App Store. Icons, game details, screenshot, etc. Once you do that you never need to it again except at updates where you add what's new.

I haven't made any money yet really. I have some marketing folks that will work with me soon, and the free version is getting downloads (you can check this once you become an Apple dev, and a few other things) the free version is part of getting sales I am told, and it only came out the other day. the update will help make it more accessible to casual gamers that aren't so great with joysticks and those updates should be out any day now, waiting in review.

January 23, 2016

Ok, can you possibly let me know how many people play your paid game every week or so? This is really going to help me get a gist of everything. Thx

January 23, 2016

The pay version has been out a week and has five downloads. The free version came out two days ago and has ten downloads. No advertising yet and no reviews at App Store or professional site reviews. Having both of those kinds of reviews gets more exposure and pushes the app up the chain in popularity and making it more accessible. I've been researching this exhaustively, but I'd rather make games than sell them, so I hope those people that want to meet and market the thing know their stuff, ones a lawyer apparently and she already researched a trademark for me for no charge...so I'm optimistic currently.

January 23, 2016

Ok, we'll keep in touch. This app might in a way promote the app I'm working on because I'm really debating publishing to the App Store right now, so that's why I'm so curious and I'm very dependent.

January 24, 2016

Can you do all this on an iOS device

January 25, 2016

What, build the stuff out to push to Apple? I use a power Mac tower PC I bought a few years ago. I also use a Windows based PC as well that I all the Adobe and 3D software on. The Mac has the Xcode and iTunes connect software and some video and sound editing software on. At the minimum you need a good powerful tablet (IPad Air 2 I use for Hyperpad) and a Good Mac PC.

January 25, 2016

I do it all on an iOS device. Obviously I haven't gotten to Pingywraith's level but it's possible @AssasinGaming

January 25, 2016

You can do everything on an iPad except actually submitting to Apple. For this you need a Mac with Xcode. We're working on a few things to remove the need for a mac, but they are still a bit off into the future. In the meantime, if you don't have a mac we do offer the option of submitting for you but there is an additional fee for that.

January 25, 2016

Yes, Hamed told me this. I'm going to submit on my friend's Mac instead.

February 07, 2016

@Pingywraith so how's the game doing?

February 08, 2016

still haven't met with the marketing folks. i have a contract they sent to me to review detailing all they intend to do to generate sales, but i have not signed it yet, not happy with the percentage distribution yet. i have updated the game a few times in the app store, so the game continues to get better all the time, and i need to show that continued support for the game will happen for some time to come. i have completed development of two levels for the next game and will have that to show soon.

February 08, 2016

Oh okay. I mean I'm working on something but I need to be able to get the money I spent to get it into the App Store and all back. So I'll be asking you. Thanks for the reports.

How many plays have you got so far? Are you going to be advertising the game?

February 08, 2016

This new marketing group wants to advertise it a bunch. not sure what this means exactly, but they will pay for the advertising in a limited liability corporate agreement. i own the assets, period. they advertise the game and pay for that for a rather large cut of the profit. haven't signed an agreement yet and want to get feedback from a friend of mine that understands these things well.

what are you investing in, if you don't mind me asking? i had to buy some equipment, signup with hyperpad and apple. a few grand maybe. Time. That's the biggest investment. I literally spent the last year and a half using every minute to work at a job, sleep, or work on game and learning Hyperpad and logic, and work with another guy on parallel Flash development, the art all has to be scaled different for that.

February 09, 2016

To get my app to that I'm working on to the App Store I'll have to spend 100 dollars for an a apple developer license and I want to be able to earn that back. I also bought quite a bunch of equipment like you did. It was probably about 25 dollars. And, just like you said, I'm taking time to redo everything in my app and change it over and over to try to make it App Store worthy. I've taken a lot of time trying to understand the concepts as well. I get what each behavior does by now, obviously, but I'm trying to figure out what the basis is for how different behaviors work. I'm currently learning JavaScript and I learned HTML so that I can call JavaScript. It's fun to hang around on Hyperpad, but then it obviously wouldn't be devoted to these sort of things, and I wouldn't be trying as hard.

February 23, 2016

I'm in the middle of uploading mine.... I've been working on it for 3 hours I'm at the part where you put in the icons.....

February 23, 2016

Oh great! Good luck!

February 23, 2016

Yeah, that's a bunch of exacting sized icons for each tablet or phone type. I put in a launch screen image too for horizontal display. It only shows for second before the Hyperpad engine ad comes up. It took me about 3 hours too the first time through the itunesconnect build and Xcode formatting and making the two connect. Put a App Store link here to the game once your app is approved.

February 23, 2016

Ok, I'm still working on submitting .... There all ways another problem lol

February 25, 2016

Just submitted it for review.... Over 15 hours of working on it sucked.... I had 12 failed archive attempt and had to submit it through the app loader..... Can you write me a good review when it's on?

February 25, 2016

You validated it first? What was bogging you? I had failed attempts for a few reasons until I figured out the little things I missed or was never told about for the xcoding process. I will definitely give you a review on the app when it comes out. The good news is that once you have the app approved and in the App Store updating it will take only a few minutes compared to those 15 hair pulling hours you spent.

February 25, 2016

I couldn't get it to validate or upload I worked through several problems with the build setting icons identifiers ..... Etc... But when I got all those fixed it just said there was a error try again so I retried about a dozen times and still couldn't get it to would , so I emailed support and hamed said to do it though application builder and I worked first try!

February 25, 2016

I will have to look into application builder then. One of the things I like about Xcode is the ability to have the tablet stream the game code out to the Xcode debugger window and see the game playing in code as you play it on the tablet. Pretty neat and probably serves a larger game well if it has some play issues. App Builder probably does the same.

February 25, 2016

It's actually called application loader, it's apart of Xcode! Enter Xcode and in the top left of the screen click Xcode-developer tools-application builder, it's just another way of submitting it! Btw what kind of iPad are you using? I'm using iPad 2 and it won't let me download your app..

February 25, 2016

Also you know about ASO (App Store optimization) right ? It will increase your sales if you do it correctly like research good key words (sensor tower.com is good for it)! Try and find key words with a high traffic and a low difficulty (how many apps use that key word) I read on a forum a well optimized app will get over 500 downloads a day! (For free apps)

February 25, 2016

I'm using one of those behemoth iPad pro tablets and I have an air2 tablet as well. You may have an older tablet or iOS. 8.1 is what I set the game to work with when I set up the Xcode.

February 25, 2016

Is the screen size the same for all iPads?

February 25, 2016

No, a lot of tablets are the same screen size, but retinal displays have a different resolution and iPad minis are a different physical size and my big pro is unbelievable, etc.

February 25, 2016

I mean can a hyper pad project work for all iPads

February 25, 2016

Yep. As long as hyperpad runs on it. I built one game on a iPad mini, moved it to a full sized air2 and now continue working on it on the pro.

February 25, 2016

@JackJackDigital tell me when they approve your app, so I can review it and rate it :)

February 25, 2016

Did you have to set up a pay pal to get paid from Apple? How do they pay you?

February 25, 2016

I will mlkpad14

January 21, 2016

Hey, just so you know, your hyperPad skills would make a good basketball game... (Request)

January 19, 2016

Congrats out being what could be the first Hyperpad App Store game! You deserve it. I'll probably buy the game on the store just to support you.

January 19, 2016

Thanks a lot. I need to update the App Store version later this week with much improved control. Probably be about 6 days. I recommend getting it then. I also have a free version coming as well about the same time. It's about half the game size, a demo really.

I have some people to see this week about marketing. Robot Fighter 2's first level and final game engine is done and I will upload that to the hub soon. Jump boosting jet pack style in robot form and newly designed art to update the models are some of the new additions as well as multiple goal based objectives for new level design. it will be interesting to get feedback on this.

January 19, 2016

Awesome! I can't wait to play Robo Fighter 2.

January 22, 2016

Is this really Hyperpad's first App Store game?

January 23, 2016

Im pretty sure, yeah.

January 18, 2016

A few more questions: Is Adobe Illustrator on the iPad worth it? Is it possible to get a invisible background on graphics into hyperPad? How do you stinkin' get the plane to fly?

January 18, 2016

I use all Adobe software on a Windows PC and a power mac PC, and the 3D software too. I use Art Studio on the tablet from time to time like I would Photoshop. This is a good piece of software to use in cleaning up and building PNGs on a tablet if you don't have a PC to draw your art on. Use it with a $5 stylus to draw more easily start a drawing and set the layers up as transparent and start drawing right on the transparent layer, save as a PNG and toss into your Hyperpad assets folder and you have yourself a great piece of asset building software right o your tablet. Email all the final png art with transparent backgrounds to myself and open on the tablet and then dump into Hyperpad. I used garage band on the tablet to create music and used Hyperpad's sound lab to build all the sound effects.

Making the jet fly was the first thing I did. start with a little jet image to put all the behaviors under and put a analog joystick behavior on it and a gravity behavior set to 0 so it can float. Start messing with the airspeed numbers as needed under the joystick behavior and set it to analog control. Add a air resistance behavior in there too at some point and play with that. next to your analog joystick behavior add some joystick right and left behaviors with apply force behaviors connected at 75x for right joystick and another apply force behavior for the left at -75 x and put a multiplier of 2 Or 3 on both apply force behaviors. Doing all this sets up the controls so you can make the jet move up and down at a different speed than the left and right movement. For me air resistance is at 25, air speed is 200, the apply force behaviors are at 75 with a multiplier set at 3 and the jet moved zippy left and right but smooth and slightly slower up and down. Hyperpad's analog control adjustments control both X and Y at the same time, not independently. This can be a frustration until you set up some form of indenpent control like I have done. There's probably ten other ways it could be done, but this works well.

January 17, 2016

How are your graphics so well cleaned out?

January 17, 2016

build them in a vector program like Illustrator and then export them as png format at 72 dpi and a maximum size of 1024x768. I open the pngs in Photoshop to take a look and make sure they are rgb color format and clean looking, resave as png and email to myself,open on the tablet and then toss into the assets folder. There are free vector tools you can get for a pc but I can't remember what the names are. I draw in vector because I can pump out a ton of art in an afternoon. once you learn vector you can draw at ridiculous speed.

January 14, 2016

The game is now available in the App Store. It was actually pretty easy to do thanks to good Hyperpad instructions and support. Type in Robo Fighter in the search or hit the link below. $1.99 full version or the free version you can wait for coming out in about a week if you like. Will have a site up for the game series in a week or so.

Robo Fighter by Scott Gannon https://appsto.re/us/MvK1_.i

January 18, 2016

How much does It cost to have a apple developers license?

January 18, 2016

I think I paid about 100 for a year license. That gets you a bunch of software and support too.

January 18, 2016

Ok....what software do you get?!

January 18, 2016

Xcode to build the final software to send to Apple. The certificate ID builder. iTunes Connect for building the app appearance in the App Store. Some other software for ad development and a few things I haven't looked at yet.

January 19, 2016

Ok cool🤓

December 30, 2015

When I was inside the destroyer, I destroyed the core, and went out were I came in...the jet disappeared and then at the end of the time it said restart or main menu...did I lose or is that the end of the game?

December 30, 2015

you should have seen an end of story screen with some story text and end credits. this all takes about two minutes and then goes to the title screen. let me play the hub version thru and see if there is a problem. never had an issue with the ending in any way before.

December 30, 2015

Ok!

December 31, 2015

I played the hub version and it seemed to play just fine with end screen, story text and credits, and then dumped back to the title screen.

December 31, 2015

Ok, well I'll try to get to playing it again sometime and see if it works for me!

December 27, 2015

How did you make the 3D lettering?

December 27, 2015

I use a program called Strata 3D. It's an affordable easy to use 3D creation tool I use to create all the 3D in the transition scenes you see at the end of each level, and the title scene with lettering. It takes time to build all the 3D assets and then set them up in a 3D environment with texturing, lighting, etc. And about 50 rendering attempts or more to get the correct camera position and everything just right...but it's pretty fun to do really. Strata is more artistic and fun to use compared to CAD software that can be rigid in how it wants you to create 3D shapes and assemble them and texture. And way less expensive.

December 27, 2015

Ok! Btw this game is awesome!

December 29, 2015

What software did you get exactly? I searched it and there seems to be all these options!

December 29, 2015

just Strata 3D CX version7.5

December 29, 2015

Ok thanks!

December 29, 2015

Sorry to bother with another question...did you get the full version?

December 21, 2015

The joystick is a little hard to control

December 21, 2015

Yeah, some people find it easy and others find it a little hard. A lot of effort went into the control and it takes a little time to master. If Hyperpad ever gets full Bluetooth joystick support the control will be better. I don't really care for virtual joysticks compared to physical controllers personally. In Robo Fighter 2 I will have a more expanded training section and work on the controls some more. I have drawn up most of the art already, have the story done, and will start building the logic over the holidays.

December 14, 2015

When I try to load it says invalid project permissions, or no permissions.

December 14, 2015

let me do fresh load. never had that issue before.

December 08, 2015

Amazing! What app did you use to create the graphics?

December 08, 2015

Adobe Illustrator for the vector art. Strata 3D and Photoshop for the transition screens and 3d art. Thanks!

December 01, 2015

You've done very well with the graphics and story line and that sort of stuff, but the mechanics and gameplay aren't as good. The first level is a bit too hard and the jet looks glitchy (being able to fly straight up even though the fire comes out the back). You should make the robot able to jump and somehow make the jet a bit better. The reason level one is so hard is there are enemy ships somewhere in the distance that shoot very fast bulelts at the base and you don't really notice them because bullets are flying everywhere. Good job though 😀

December 01, 2015

The thrust only comes out with right and left movement in jet mode, try it again. Unless you somehow got a messed up download or something. The mechanics took a lot of effort. I have a jump button and all the behaviors in place and it works fine. I turned it all off because it didn't help with being more lethal or controllable really. Robo Fight 2 will have all that though with jungle environments and cave networks to work through and navigate on the enemy homeworld. I updated it recently with level 1 and 2 enemies at farther distances to the base. I had hoped that was enough to make it easier. I'll soften it up a bit more and update again tonight.

December 03, 2015

I meant it looks strange being a jet and flying straight up. I wanted jumping because it was annoying to have to turn into a jet to get up on the base and heal yourself.

December 03, 2015

Ah, I see. When I first started drawing the art for the game I drew the jet with VTOL thrust coming out the bottom to show that the jet mode has a hover and y axis thrust dynamic. With the existing thrust animation it is very hard to make an additional vtol animation works at the right times. It was very problematic. I tried other things like particle effects to achieve the same result, but that just made brand new problems.

The jump I am leaving out for the moment. It's a fifth button to eat up screen real estate. I may make the ramps on either side of the base actually work as drawn though, that's literally a five second collision box adjustment.

December 03, 2015

To lower the amount of buttons, you can make the 2 transformation buttons a single button. When in robot mode only show a jet button, when in jet mode just change the button to be a robot.

December 05, 2015

I'll try that.

December 01, 2015

Awesome. Everything about it is amazing.

December 01, 2015

beautiful words my friend. thanks a lot. still working on it.

December 01, 2015

I hope to see this in the App Store in the future.

November 30, 2015

This is great, I finally cleared the first level (and the second). The explanation screen helped a lot, but maybe you need some kind of indicator when enemies are attacking the base, it took me a while to figure out when they were attacking it.

November 30, 2015

the status text at the top center tells you when the base is getting hit and a lot more as things progress in game. try getting used to glancing at it from time to time.

November 30, 2015

Oh, okay. Ididn't really pay attention to it, I hadn't really noticed it.

November 29, 2015

The download is so big... I played version 1 and it was pretty good. The graphics are great, I really like the transforming animation. I think the tutorial should be mandatory because I couldn't figure out how to heal until I did the tutorial. I haven't completed level 1 yet, my base kept being destroyed. Maybe explain what to do other than destroying enemies, I couldn't figure it out. I can't really be bothered downloading the latest version because it takes so long to download. If you made it branchable I would have probably played it more, but I can understand if you don't.

November 29, 2015

thanks for the important feedback. I have an instruction screen I created that explained some of that, but turned off once I created the tutorial level. I may have to bring that back based on what you said. The transformation animation and control scheme was the hardest thing to sort out when I first started this project back in May.