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IT’S TANKS! “Unable To Create Match” Update Released.

Posted by Matt Hanlon on May 15, 2013
Posted in: IT'S TANKS!, News.

Another week, another IT’S TANKS! update released to the App Store: https://itunes.apple.com/app/its-tanks!/id568868930

This update is related to the “Unable To Create Match” issue I blogged about last week.  The cause of that issue was games getting orphaned, when a player quit their opponent needed to get that information from Game Center which would then cause the game to end.  If their opponent is no longer playing then there is no way for that game to end, leaving it orphaned and taking up one of the 30 slots for matches.

This new update will prevent matches from ever getting into that state.  Since we want to be as transparent as possible, I’ll explain what we’ve changed.  The main thing we need to do is not use the quit functions, as it is this that leads to this situation in the first place.  When you quit and it is your turn we now end the game, which allows it to be cleaned up and does not rely on your opponent.  This is completely invisible to you, everything appears to happen the same as it did before.  A bigger change is you cannot quit when it is not your turn, unfortunately there is no way around this – when it is not your turn you cannot affect the game in any way except quitting which leads to this problem we’re trying to fix.  So we’ve added time limits to the turns, if your opponent has not taken their turn in 2 days then the game counts them as having quit and the game is ended with you victorious.  This stops you from quitting out of turn, which prevents the problem, and stops games indefinitely waiting for the next turn which is the main reason players quit in the first place.

We also have code in there to clean up any orphaned games we can clean up on your device (it has to be your turn).  The game will ask if you are sure you want to delete these games as we cannot distinguish between truly orphaned games and games created on a second device.

This update will prevent this being an issue in the future and clean up what we can, however, most of the orphaned games will not be in a state where we can clean them up.  To deal with these games we need Apple’s assistance to remove them from their servers, we are talking to Apple about this matter and will keep you updated.

 

Update Notes:

  • Most of the changes in this update are behind the scenes stuff to prevent games getting orphaned which can lead to the “Unable To Create Match” issue.
  • Turns will now timeout after 2 days, if you timeout you forfeit the match.
  • Players can no longer quit when it is not their turn, this is to prevent games getting orphaned. The timeout means the game won’t get stuck even if the other player never plays again.
  • Detection of orphaned games we can clean up. The choice to delete them is the player’s since starting the game on a second device will make games appear orphaned as we don’t have iCloud support yet.

Unable To Create Match

Posted by Matt Hanlon on May 9, 2013
Posted in: IT'S TANKS!.

There’s an issue where some players are getting an “Unable To Create Match” message, we are very aware of this and are working on a fix.

With Game Center you can only have 30 active games at once, when you quit a game it’s possible for that game to remain active taking up one of those slots. We’re working on an update that will end games 100% of the time when it is your turn, however, this issue is still possible if you quit when it is not your turn. We are also working on a way to clean up as many of these stray games as possible. We are talking to Apple about this issue and are working with them to find a solution.

In the mean time I would suggest quitting as little as possible.  If you want to quit on your turn it would be better to blow your tank up instead, and avoid quitting when it’s not your turn.

IT’S TANKS! Update Released

Posted by Matt Hanlon on May 7, 2013
Posted in: IT'S TANKS!.

The new update for IT’S TANKS! is now live in the App Store.

We been listening to feedback and made the tutorial optional when playing your first game, so it’s now quicker to just get in there and get playing.  The tutorial is still available at any time from the pause menu and the ? button on the menu screen.

Also, we got feedback from some players that they thought they had to pay to change the colour of their tank.  This is not the case, you can change the colour of your tank at any time, for free. There is a colour pack for sale, which adds an additional 44 colours for those bored with the basic set.

This update contains a few bug fixes as well.  Some players were having issues creating a new network game, this update fixes that.  Additionally it was possible that a weapon upgrade wouldn’t save, this is also fixed in this update.

Everything changed in the update:

  • Fix for intermittent crash when pressing Add Friend button in the Records Screen
  • Fix particles for explosions occasionally appearing in the wrong place
  • Fix upgrade token save bug
  • Fix for unable to start new network game bug
  • Fixed issue where screen could remain darkened after purchasing Unlock Full Game IAP Make the tutorial optional in first game
  • Adjust Tank Painting Screen so it’s obvious you can change the colour of your tank without paying
  • Facebook button now opens to the correct page in the Facebook App

As always we love to hear from you about the game, you can contact us via email:

  • feedback [at] bitbybitgames.co.uk
  • admin [at] bitbybitgames.co.uk

Or follow us on Twitter or Facebook.

IT’S TANKS! on the App Store: http://itunes.apple.com/app/its-tanks!/id568868930

IT’S TANKS! Released!

Posted by Kieran Nee on April 27, 2013
Posted in: Bit By Bit, IT'S TANKS!.

IT'S TANKS!

Download_on_the_App_Store_Badge_US-UK_135x40

We’re happy to announce that our new game IT’S TANKS! is now available globally in the App Store for all iPhones, iPads and iPods that have at least iOS 6.  IT’S TANKS! is an asynchronous multiplayer tank vs tank game following in the footsteps of 80s and 90s classics like Scorched Earth.  In other words, the kind of games that helped turn us into gamers and game creators in the first place.  It’s free to download and play and has both online and local multiplayer.  We’ve been working on this since last September, iterating, iterating, iterating to get something that we’re proud to put our names to and hope that you enjoy playing it too.

Players battle in online & local turn based versus matches in randomly created, completely destructible levels.  The focus for us was on making the gameplay experience quick and fun with taking a turn being something you can easily do in 20 seconds while waiting for a bus, waiting in a queue or just have 20 seconds to kill.  On the other hand, sitting watching TV and playing people in the same room for hours is also a great experience so you can see the look on someones face as you destroy their tank.  There were several great (or so I’m told) 6-nations rugby games we managed to ignore while testing this because we were enjoying blowing each other’s tanks up too much.

There’s more details on the game, it’s weapons, items and the team on the main page here.  Why not give it a try?  As I wrote above it’s completely free and a small download, so it will be quick to install and try.  If you like it, you can tweet or post to FaceBook directly from inside the game to tell your friends……and then destroy their tanks!

Download it now!  https://itunes.apple.com/app/its-tanks!/id568868930

Visit the IT’S TANKS! page.

IT’S TANKS Update in App Store

Posted by Matt Hanlon on April 27, 2013
Posted in: Bit By Bit, IT'S TANKS!.

A quick post to let you know the update to fix the rematch hang is now live in the App Store, so please update your copies.

IT’S TANKS! Problems & Temporary Removal from the App Store

Posted by Kieran Nee on April 26, 2013
Posted in: Uncategorized.

If you’ve already downloaded and started playing IT’S TANKS! in the few hours it’s been available, we hope you’ve been enjoying it so far, but if you could hold off telling your friends to download it for the moment that would be much appreciated.

We’ve identified a problem with rematches that wasn’t showing up in the Game Center sandbox environment (the game gets stuck on the “Creating Game” message occasionally if you rematch someone) and have removed IT’S TANKS! from the app store until we can get a fix written and through Apple’s certification.  We’re trying to get this through as quick as possible and will be going full ahead with launching IT’S TANKS! properly once it’s back in the App store.

In the meantime, the versions you have still work fine bar the bug so feel free to keep shooting each others’ Tanks!  And if you feel like shooting the devs, I’m Caffeinebomb on Game Center so fire away!

Ads & Why I Don’t Use AdBlock

Posted by Kieran Nee on April 18, 2013
Posted in: Misc.

First post in ages, I’ve been incredibly lax about this in the last year or so but I’m finally pulling my finger out and using this blog for what it’s intended for: a blog for those of us that make up Bit By Bit Games to talk about things we’re working on, find interesting, cool or just newsworthy.

So to start off I’m going to talk about AdBlock and it’s variants (AdBlock Plus).  Best type of browser plugin ever?  I certainly used to think so.  Who wants to see ads everywhere on your favourite websites?  Why on earth would you want to take an extra 20 seconds to view an ad on YouTube before you view the latest and greatest viral Psy video or Unity3D Shader Tutorial?  Facebook recommending things to you that you might like?  AdBlock it!  I’ve used AdBlock in its various incarnations since it was first created, un-cluttering the web and seeing websites “as they were originally designed” without any of the horrible money-grubbing banner ads interfering with my browsing experience.

Then a few of weeks ago I had a thought, “I wonder if any income we make from Ads in our next game will be worth the effort it took to incorporate them without ruining the gameplay or visual style?”.  Our next game is going to have ads that can be removed via IAP, we’ll finally be saying more about that and the game itself soon.

After that, I made the connection that my livelihood, for the foreseeable future, is inexorably linked with the success of the Advertising in the game.  A few days later, Google removed the Android version of AdBlock from Google Play (ostensibly because of its need for root access to your phone for it to work) and I realised it isn’t just Websites that can be affected by AdBlocking, it’s directly possible for mobile games to have a major source of revenue completely cut out of the loop and made irrelevant.  Which is something I’ve been doing to my favourite websites for over a decade.  What did I think kept those websites running?  Kind thoughts and hugs?  No, the majority of websites on the internet live and die based on ad-revenue and ad-revenue is directly connected to how many visitors to that site actually see the ad.

The majority of ads now really aren’t anywhere near as bad/glaring/annoying as they were in the early days of the internet, I can tolerate them.  Also, I do at least as much website browsing on my iPad now as I do on my PC or MacBook and the ads don’t bother me in Safari most of the time so why should I go out of my way to block them on PC/Mac?

So yeah, I decided I really didn’t want to be hypocritical enough to release a game that depends on users seeing the adverts being served to it when I’m not even supporting the websites I make daily use of in the same way.  AdBlock’s turned off and it’s staying off.

If you’re interested in reading any more views on the pros/cons of using AdBlock and how its use can directly affect what websites have to do to drive traffic so that their Ad impressions pay them enough to be professional and keep the sites up & running, Ben Kuchera of the excellent Penny Arcade Report has a great article about it here and John Walker of the also-excellent Rock, Paper, Shotgun has a very good response to some of the points in it on his personal blog here.  There’s been some great other posts on the subject of the lowest common denominator tactics some sites adopt to drive page views in the last day or so, (for example Leigh Alexander’s post on her blog entitled “Yes, And?”), but I’m personally more focused on the AdBlock aspects of the discussion and how it ties into games.

Concept Sketches

Posted by Matt Hanlon on September 2, 2012
Posted in: Uncategorized.

Well, it’s been a while since I updated this.  This is the last week in our contract at Lionhead, after that we’ll be back full time on Bit By Bit stuff.

We have been working, slowly, on our new game for the past few months, and while we’re not ready to announce what it is yet I thought I’d share some of the concept sketches the artist we’re working with has done for the game.  Yes, a real artist!  You don’t have to put up with my work any more.

That’s all for now.  Blog posts should become more frequent when we’re working full time on the new game.

A Lick of Paint for Endless Lines

Posted by Matt Hanlon on July 7, 2012
Posted in: Endless Lines.

Out now on the App Store is the latest update to Endless Lines, the action puzzle game I made last year. The biggest change for this version is I’ve redone all the game’s artwork.

The reason for the change is the existing graphics were very dark and uninviting, it didn’t look like a fun game to play.

I took inspiration from real world game tiles for the game’s original tile set and with the beveled edge I used I kept the lines or other images on the tiles close to the center and quite small.

These large borders around the edge of the tiles could make it hard to read what was connected to what and why. It wasn’t an issue I had, else I wouldn’t have used this design in the first place, but others have commented on it.

The new tile design is much more readable even retaining the gap between the tiles. Additionally with the loss of the border the images for Bombs & Multipliers can be made larger and thus easier to spot.

As I mentioned above the old design was dark, the colour scheme was black, white and bone, with a blue & red for the designs on the tiles. I based the look of the buttons on the tiles and the titles for each screen were again based on the tiles. While tying everything together visually it did make everything look dark, for example the title screen:

Very dark and uninviting, whilst the game board in the background did move and I had fun making it doing that, it wasn’t really necessary for a screen you shouldn’t spend much time on.

Let’s contrast that with the new title screen:

It is bright and inviting. It’s also quite simple, and clean, there is nothing like the moving game board in the background. This version exists to convey information to the player as quickly and as easily as possible. The new larger buttons for the game modes immediately let the player know what each one is, rather than having to consult with the instructions. Another advantage of more screen space being used for the menu is menu options, which were just small buttons with an icon on them before now use words to clearly convey their use.

The new predominant colour is a shade of blue, well two since it’s stripped. The colour of the buttons in the menu and game carry through from the menu, so the pause button in a Sprint game is green and in an Endless game it’s yellow.

Before:

After:

An improvement I think you’ll agree.

McVideogame

Posted by Matt Hanlon on June 22, 2012
Posted in: Uncategorized.

Yesterday I found a game called “McDonalds’s Videogame”, this is a game designed to teach the player about a side of large corporations like McDonald’s that they may not be aware of. It’s a game with a very clear viewpoint and it’s not shy about getting its points across in the tutorial.

In this game you have four play screens:
1. The outskirts of San José, where you put down fields of soy and cattle.
2. The feedlot where your cows get fattened up and then slaughtered, which is just shown as the cows getting lifted off the screen by a magical crane and burger patties coming out of the machine.
3. A McDonald’s, hire people to make burgers and serve the customers.
4. McDonald’s headquarters, here you can see what the board thinks of your progress, run advertising campaigns and corrupt various officials through your PR team.

So there’s choices to be made in each area, do you want GM soy, more cattle in each field, bulk up the feed with hormones or industrial waste, keep your employees motivated which tends to be giving them a badge or firing one of them. Most of these activities, along with the advertising and corruption operations run from head office, cost you money and the only thing bringing money is selling tasty, tasty burgers to the public.

As you expand your operation you need more land (land you graze cattle on eventually becomes unusable) you’ll cut down rainforests and the environmentalists will protest you. Workers aren’t happy, get new workers! Employee rights groups protest you. Making kids obese or people ill because a sick cow became a burger before you could send it to cow heaven. More protests, the knock-on of all this protesting is less people want your burgers, so business gets drastically reduced for a few months.

Image and video hosting by TinyPic

You can try and combat this with advertising and corrupting officials. But here you have to change around what you’re doing, the same advertising campaigns get old, so that boost you got wears off and the number of customers falls.

And head office, all they want it growth. You’re never expanding and growing the business fast enough so you’re pushed to try and sell more and more burgers. This in turn leads you to spend more and more money…

All in all it’s a game you can’t win, in my first three attempts the game lasted barely 5 minutes each before I was fired because I had lost McDonalds so much money because I was trying to expand, like head office demands, but wasn’t selling enough tasty, tasty burgers because I was getting protested against and fined for serving the customers bad meat, my adverts just didn’t boost business enough.

It’s stacked against you, but this just made me determined to ‘win’. So what happened in the fourth game?

I was put in charge of McDonald’s in January 2000, I surveyed my pristine farmland in San José and visited my clean, new restaurant .

Image and video hosting by TinyPic

Image and video hosting by TinyPic

I started off slowly. I kept the minimal amount of cows in the fields and front loaded soy production. I hired one person to make burgers and one to serve the public. Those first few years were hard, head office wasn’t happy with the rate of growth but they couldn’t get rid of me as I was making money.

As the years went on I bulldozed the rainforest for farmland and fully staffed up my McDonald’s. Advertising was in full effect so we had a constant stream of people through that door. Protests would still have a major effect in customer numbers and we had to fight them all.

This early stage of the game was still heavy in the micromanagement, changing advertising campaigns regularly and combating negative PR with our PR machine. Employees would regularly need firing as they didn’t smile on the job and that’s not the face we’re showing the public!

About 2025 I hit a tipping point where things mostly started running themselves. I had no soy fields any more, I had a huge stock pile, and all my land was given over to cattle. Head office still wasn’t happy with the growth but they never will be. I was running all the advertising and PR (corruption) campaigns, it was costing a lot of money per month but it didn’t matter since I was raking it in. The general population finally got the message about my tasty, tasty burgers and they couldn’t get enough.

Various groups and officials were constantly protesting my operations, but it didn’t matter because the public wanted burgers. I could let sick and mad cows become burgers, but it didn’t matter because the public loved burgers. I could fire any employee that wasn’t smiling and just hire a new one, but it didn’t matter because the public needed burgers.

The machine was running itself, all I had to do was get rid of unhappy employees. People like a smile with their burger.

Then, one day in March 2054 there was no more land and there were no more cows.

Image and video hosting by TinyPic

But that didn’t matter, we had plenty of stocks of burger patties!

Image and video hosting by TinyPic

Eventually all the patties were made into burgers, waiting to be sold to the public who just couldn’t get enough of my tasty, tasty burgers. The preparation staff got let go at this point, as there simply wasn’t any work for them to do. They protested us, along with environmentalist and health groups but we couldn’t hear them over the sound of people buying burgers.

Image and video hosting by TinyPic

May 2063, the burgers run out. There’s nothing to do except turn away the customers and fire the remaining staff.

Image and video hosting by TinyPic

Image and video hosting by TinyPic

All PR and advertising campaigns are shut down. No money is going out and no money is coming in. There’s no where to move my farming operations so in August 2065 I’m force to leave McDonald’s, taking with me my share of the massive profits we made.

Image and video hosting by TinyPic

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  • Twitter Updates

    • It's Tanks! update in App Store to fix the issue I blogged about last week. Read the blog to see what changed & why: http://t.co/7LmmqldBt3 4 days ago
    • Some players are having an issue where they cannot create new network games, we are working on a fix. More detals: http://t.co/LR3wQAQ44r 1 week ago
    • And that's how it's done. Very nice, wind assisted kill in It's Tanks! https://t.co/exFypuWzhd via @Everyplay 1 week ago
    • Update for IT'S TANKS! is now in the App Store, it contains a bunch of improvements & fixes find out more on the blog http://t.co/y6kqJvU7Q6 1 week ago
    • We've submitted an update to Apple to fix this bug and a few other things. We'll keep you updated. 2 weeks ago
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