• edited May 2015
    Working on a short demo for PC although Omber will be for ios version 7.0 and later. The demo won't have the dpad because the dpad is based on touches. Movement will be by arrow keys.

    A short description and a new screenshot is up at my website--

    http://www.catacomber.com/index.php/homepage
    Post edited by Catacomber on
  • Omber is made for iPhone and iPad devices but I made a demo for the PC just to give an idea of the flavor of the game. The demo does not follow the layout of the scenes in the game. I skipped around to give a general idea.

    The controls on PC are not the same controls as on mobile. Mobile uses an onscreen Dpad which I find easier to use. I did not add anything to the demo---so less grass and trees and embellishments than a real PC game would have to allow for mobile constraints. But people have said it’s the terrains are pretty anyway. : )

    To move around in the demo use the onscreen joystick on the left side of the screen. To rotate and look around, use the joystick on the right side of the screen. To check your inventory, gear, quests, stats, recipes and other things and to load and save games, tap the Gold icon on the upper left side of the screen. To fight tap the icon you want to use – they will only show up in a battle area.

    To try the demo, download the files and put them in the same folder. The data file is zipped so you have to unzip it.

    Link to the Executable file:

    https://www.dropbox.com/s/yddu65h1vuuicaj/OmberPCDEMO.exe?dl=0

    Link to the zipped Data file:

    https://www.dropbox.com/s/zs7akiyfws5rm62/OmberPCDEMO_Data.zip?dl=0
  • Here is our thread at Touch Arcade for Upcoming Games. If you have an iPhone or iPad, I hope you will show us some interest there.

    We're very excited about having completed this with the ORK Framework and Unity. We are looking forward to our next game using Unity 5. Oh my god, the learning curve. : ) I can use the learning curve as an excuse for a month's rest. : )

    Not jumping the gun, looking forward to uploading this to Apple hopefully the last part of this week. Unity's il2cpp may be my undoing.

    http://forums.toucharcade.com/showthread.php?p=3563404#post3563404
  • When will it be released? ^^

    However, congratulations! Seeing two ORK products from you in such a short time is wonderful :)
  • edited June 2015
    Thanks, Kaemalux---

    I hope to upload it by the end of next week, actually by the end of this week but leaving leeway for luck and the fact that we're having huge rainstorms and that often knocks out our internet here. : )

    I've never uploaded anything using Unity's new 64 bit build il2cpp, nicknamed "The Devil".

    So we'll see when it actually gets up there. : )

    But if you have an iPhone or iPad, please support us in that thread.

    http://forums.toucharcade.com/showthread.php?p=3563404#post3563404

    And thanks to gamingislove for all his help and a wonderful editor. Looking forward to our next game made with Unity 5. : )

    Will let you know when it's actually approved by Apple. Again, have to have confidence Unity's il2cpp build will be accepted. On pins and needles about that. : )

    But so far it's built in XCode with only 368 benign yellow error messages about integers or something being too fat or whatever--all stuff Unity told me not to worry about--eventually they will get to it. : ) ^^ Oh, the pins. Oh, the needles. : )
    Post edited by Catacomber on
  • The most important stuff I learned from making the Omber is what will work really well in ORK in our next game. I now have a base to grow on.

    We've been making games using a 2d editor for about eight years. It took me eight years to really finesse that editor. I hope to do the same with ORK over the next eight years, with gamingislove's help, of course. I thank the gods every day for that patient help.
  • I will surely support your work Cat. :)
  • edited June 2015
    Thanks. : ) ^^ I try to support everybody here. : )

    It's nice to be a part of this community. Somehow I consider you all to be part of my extended family. : )
    Post edited by Catacomber on
  • Congrats!

    Update this when its on Apple store and ill get it/buy it :)

    I started out doing a mobile game but it takes a lot of work etc so changed my plans - Cannot wait to see your next project :)
  • Yay Congrats! :D Releases are always exciting.
    My little chunk of the internet: http://artemic.com
  • Thanks Martyn and Firrerreo. I should get some codes from Apple for freebies. :) hope to get it uploaded by Sunday. Will then make a new post here.
  • edited June 2015
    Omber is uploaded to the app store. Keeping all paws and eyes crossed. : )

    Finally got an intro video done. Every single betatester loved the Navigation Bar which I love too. Nobody wanted a minimap. They said the Navigation Bar gave them much more useful information.

    Someone did ask if it could be made less sensitive area wise---not sure.

    The video is done with our old joystick--the ios game uses an onscreen Dpad which I like much more. But my Dpad only works on ios and I am using various PC programs for video capture. : ) So just envision the Dpad.

    Travel with Root, an Ent at your side. He's a giant. That gives away an answer to a riddle that will net you a reward. : ) Game has a lot of riddles. Riddles are my favorite. : ) I learned a lot about the ORK Framework making Omber. I hope to put my most favorite things about ORK into our next game which might be a turn-based game. Not sure yet. : )

    Post edited by Catacomber on
  • Omber has been approved for sale in the AppStore. :)
  • Here is the link. I'm so excited!!!! Thanks, Gil, for all your help. Thanks, everyone, for helping with all my questions. : )

    https://itunes.apple.com/us/app/omber/id917911263?ls=1&mt=8
  • Congratulations!
    Although I think $.099 is too cheap for it :)

    Looking forward to your next projects!
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
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