I'll run it for a couple of days before I post it on the app store, but I'll probably loose my Mac and iPhone in a week or so, since both are work-related and I'm going on a long vocation+pappaledighet before starting some new job. I also want a port to the iPad in place, even though those controls are going to suck slightly more. I'm going to leave the two-player mode in there on the iPhone version, but you'd have to be deranged in both head and fingers to play 2P on such a small screen.
Never ceases to amaze me how long time stuff takes. Last few days, after everything was “done”, I
- added two player game support,
- changed touch controls to use two fingers instead of one,
- added buttons, plus layout (for platforms with window resizing), and made adaptations in the game control flow,
- fixed a couple of bugs in the juckie GUI code (it’s thoroughly filled with cut’n’paste code that is never used nor tested not to mention the GUI looks like crap; I didn’t write the code and resent it badly),
- fixed proper screen orientation for GUI which took place in GL (graphics) and game code (touch+graphics), added an easier AI level for da n00bs (required a bit of tweaking and tinkering),
- fixed a bug on Mac where the OS requires you to not have a full keyboard buffer or stalling will occur,
- etc.........
It's always more than you think, but now I'm finally at beta minus icon. Hammertime!