Well, the iPad is out and Chromodyne was successfully ported after a marathon session of epic proportions. Amusingly, Chromodyne HD was submitted after Chromodyne v1.1 and was approved before. Some may say I amuse easily, but I was amused.
Thanks to some experience writing game engines for other platforms before, about 90-95% of Chromodyne’s graphics code was already resolution independent. After updating my XCode to the 3.2 Gold Master, I clicked the handy little “Convert this project to iPad” menu option and was playing Chromodyne in the simulator in mere minutes! Though everything else was really horrible looking because none of the 2D assets were scaled properly and some of the menus looked like crap on the huge screen.
So really, most of my time was spent creating high-res 2D graphics (even though the cutscenes are pixel art, for the most part, those are seriously high-def pixels!) and fiddling with the perspective/view on the gamefield because it was way too freaking big keeping the same perspective as the iPhone version.
I don’t know about the final build yet, but the simulator in the GM release of the SDK didn’t have 3D acceleration! I can understand why some devs were reluctant to release their apps sight-unseen to the App Store.
The iPad Only Version
If anyone actually wonders why I went with a stand-alone iPad version of Chromodyne, the biggest motivator is that the app bundle for the HD version with its 1024×768 graphics assets is larger than the 20 MB OTA limit. Basically I still want people to be able to get the iPhone version over 3G.
I’m also selling Chromodyne HD for $1.99 instead of 99 cents. I figure the larger, higher resolution game experience warrants a slightly higher price point. We’ll see how that plays out in the days to come anyway… at least I can have a sale at some point without going directly to free. Definitely something I regret when I priced Chromodyne originally.
I’m half-tempted to post sales numbers for Chromodyne HD as time wears on. If anything to see how things are going. I’ve seen that the game lists for the iPad don’t have any top lists for subcategories yet, which is pretty bad news for small devs such as myself. Sales for Chromodyne have not been anything to write home about, but they’ve been steady at least.
Anyway it’s been a fairly exciting few days, and at least I can say I was here from the start. Whatever that actually means, only time will tell.