Wow...good news. I'm anxious.
:D
A fast, easy to use, free, and community supported 2D game engine
Wow...good news. I'm anxious.
:D
Good luck, very nice game!
P.s: Using a physics engine? Also, how much time took to be approved?
Thanks guys!
We are not using a physics engine. We developed our own collision engine. It took about 9 or 10 days from submission. About 8 days waiting for review and 2 days in review.
Hmm..
Thanks for the answer!
Advanced copy promo code available if your in the USA.
It's finally out! Go grab a copy!
We are giving away a $25 iTunes card in a contest. All you need to do is retweet and follow @caverun on Twitter.
http://twitter.com/caverun/statuses/22898119921
Good luck to everyone! Contest ends on Sunday (Sept. 5) at midnight!
Belated congratulations on the release. I've seen it reviewed and featured... Hope all is going well!
How are the Cave Run sales coming along
We have great news for anyone still looking to pick up a copy of Cave Run. It's now FREE for a limited time! Get it today, tell your friends, become a fan on Facebook. Let's get Cave Run up in the charts!
http://itunes.apple.com/app/cave-run/id382014645?mt=8

Cave Run is a endless runner similar to the awesome game Canabalt. In order to score big you'll need to help your treasure-hunter collect coins as he attempts to escape the crumbling cave in this Indiana Jones-esque theme.
You can see gameplay footage, screenshots and read more at http://www.caverungame.com. Follow us on Twitter or Facebook to stay current on updates!
http://itunes.apple.com/app/cave-run/id382014645?mt=8
http://www.facebook.com/pages/Cave-Run/154611471240673
http://twitter.com/caverun
Hi! I've been watching your game for a while as I started developing a similar endless runner with the cocos2d engine about the same time I saw your game announced. I had lament not spending the $1 on your game as your design seems very similar to mine and I understand the troubles you probably went through. I have a couple suggestions, if you don't mind:
1) The jumping is unnatural in that the character falls immediately after the player stops touching the screen. If you look at other platformers there are two things: a minimum jump height and a delay from the time the player ends the jump on the controller side to the time the character starts falling (or the time gravity takes place). I was able to accomplish this with a CCDelayTime in a CCSequence.
2) There could be an animation when the character runs into a coin. With the way the background rumbles and debris falls, I just feel this would add to the overall eye-candy. Maybe even a simple glisten on the coin.
3) The game could pause when the player receives a phone call.
4) The player falls through the edge of the platform on the left. Perhaps increase the platform collision detection a bit on the platform's left edge.
5) The player sometimes falls through the platform when he should not. I had this same problem. I had to increase the collision detection to detect whether the player was inside the platform and if so, pop him up to the top. I'm really not sure why this happens but I'm guessing it has something to do with the frame rate and someday I'll try and see if it still happens with a 'smoother' frame rate.
I gave your game 5 stars in the App store. Hope you gain lots of awareness and your game becomes a huge success!
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