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Quake For OSX
This is a project I've been working on during the last few months, as a way to learn more about Apple hardware and platforms.

There are currently 3 targets: OS X (10.11 - El Capitan), tvOS (9.1 - Apple TV 4th gen.), and a special iOS target (9.3, iPhone-only) designed to be used with a Virtual-Reality viewer such as Google Cardboard (or similar). This last one, I'm really proud of how it looks and works, I simply can't stop talking about it.

Since I currently have no way to share final executables for any of the 3 targets, I'm afraid all I can do is to share the repo with you guys:

http://github.com/Izhido/Quake_For_OSX

The README.md contains instructions to build and run the 3 applications. I'm very interested in hearing any comments or suggestions about any of them.
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UPDATE: Network support has been enabled on ALL targets. Local network games work flawlessly, and all targets can be servers for all other targets - just imagine, an iPhone acting as a server for a MacBook Pro and a Apple TV :O .

Also, added a Settings bundle for tvOS and iOS VR targets - with this, the usual network settings (server, port, player name, IP address for multiple networks) can be configured through the Settings app in the device, outside of the game, eliminating the need for a on-screen keyboard (for now).

Remember, suggestions and comments are always welcome! 
 
Nice! I just now gave it a try on El Capitan... I wish I had a bug to report or something, but not yet. :-) 
 
Minor, yet important update.

Did a few caching optimizations in the rendering code of the iOS VR target, to speed up things in world, entities and text rendering. As a result, playing the game on a iPhone 6 with a VR case is now done at 60fps, guaranteed. (Which means, since the game is rendered twice, one per eye for VR, I essentially have a 120fps engine. Could not feel happier about it :D ).

Can't wait for you guys to try it out. ;) 
 
Another update for the iOS VR target.

Support has been added for custom command lines, reachable from the Settings app on the iPhone. Up to 16 different command lines can be used, and of course they are all editable. For the time being, I added "-hipnotic" and "-rogue" as the second and third command lines, so now you can play the game Mission Packs with no problem. (Provided you copy the game folders to the device using iTunes File Sharing, of course).

Of course, this also means you can now play custom mods in the game. Just be sure to copy your folders to the device, adjust the command line appropriately, and you're ready to go!

And once again, feel free to let me know your experience with this! 
 
Just a FYI: DOPA runs just fine with these changes (yay!).

The only odd thing I noticed with DOPA is a bit of a FPS drop on the third demo. That area has quite some detail in it, so I'm not really sure if I can do something about it. But check I still will :) 
 
Yet another update:

Lots of work have been poured into the iOS VR target. The app will now display some guide screens to let the user configure the device to play the game more easily - unpacking the Shareware episode embedded in the app and the gaming controller, for example.

A few minor rendering issues have been also fixed, related to underwater warping mode and repeating textures.

With this, and one more asset I need to create for the app, I believe I'm ready to attempt publishing this to the App Store. No idea what will happen after that - I'll let you know how that goes. 
 
Update? 
 
Update: The app was submitted yesterday (July 11, 2016) to the App Store. Today, I got a "In Review" notification. So far, so good. I'm sweating bullets over this ;D 
 
BIG FREAKING UPDATE: The iOS VR target of the project has finally made into the Apple App Store! See my newest thread for details. Yay! 
 
Hmmm. Tons of people have iPhones and iPads.

I personally don't anyone with either of the following devices, let alone both of them ...

*Google Cardboard
*ios Compatible Extended Gaming Controller

I just want to point out that if reception is weak, the requirements each are very uncommon and combined together --- there may be all of 30 people in the whole world that could run your app.

If I were in your shoes, I would invest the time making the requirements optional in a 2.0 version.

Or I could be all wrong about everything above, it's happened before and it'll happen again. 
 
Those are basically the requirements for any iOS VR thing right? 
 
I guess the controller maybe not so much. 
 
Thing is, I don't think you can actually play Quake with one single trigger button. You can look anywhere, and then you could either 1) walk or 2) fire at that direction. But how do you tell the device which of the two actions you'll perform? AND THEN, there is jumping, strafe, weapon selection... :/ 
 
Sounds like you haven't played Minecraft on an iPad, hehehe. ;-)

In my head, I guess I see you put a lot of work into this and I wanted to throw out what I see as a potential barrier to entry.

If you went to the tech web sites or VR oriented sites or certain gaming sites and really pounded this to the right audiences.

Example: If I wanted to try your app today, I couldn't. As far as I know, the only way to get Google Cardboard is online which means I would have it next week. And I'd have to figure out what iOS game controller to get. If this is somewhat typical, makes it so can't be impulse thing to try.

Then again, I'd say you should charge $5 for it considering all the effort you put into trying to provide a unique experience.

/Just one opinion on the internet, which is full of advice and thoughts both bad and good. ;-) 
 
Those are just my raw thoughts, I'd like to your project succeed. Feel more than free to ignore me, everyone offers advice here. Good luck! 
 
hey, why are we discussing this in this thread instead of the news thread for it? 
BRB 
Installing Minecraft on my phone ;D 
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