So I’ve been getting a lot of questions about the game and general development. I thought I’d post them here to help anyone in the same boat. So without further ado…
D: I don’t have an iPhone! Where are the screenshots and videos?
Agent Matt: You can find screen shots and videos on the Dolphin Hero website.
A: Downloaded, played, enjoyed – hope this is the start of amazing things to come! How did you find the submission process?
Agent Matt: Approval was a breeze. The only thing that caught us out was the display icon, we had a small one for the iPhone, but didn’t realise we also needed a 512×512 version, and our designer/artist was in Italy, so we just had to size up the small one. We had also got to the end without some proper screen shots, I wasn’t looking forward to cropping up snapshots of the simulator, but we found out you can take them on the device by hitting lock+home quickly.
A: Nice work. I’ve been making my own game using C++ so far, we’ve barely touched Objective C. Which one did you use?
Agent Matt: We started out with Objective-C because we thought we should at least give it a go first. Agent duski ended up being a mix of the two. We’ve since thrown away all that code and moved to C++, which is what we will be using for the rest of our games.
M: General feelings working with the iPhone, any other points?
Agent Matt: iPhone dev has been pretty smooth sailing. It was a bit scary to find that what runs at 60fps on the ipod Touch is about 30fps on the iPhone… But as long as you do all your dev on the phone, it should be fine.
Also try and support 2.0. We were tossing up whether or not we would bother, and ended up releasing for 2.2.1, at least 2 of our friends had to upgrade their phone just to play our game, so you’re definately cutting some of the market out (we assumed that people not on 2.2.1 werent buying apps anyway – don’t assume).
A: The music is great! Where did you get it from?
Agent Matt: Agent Simon’s brother (Joel Joslin) is a professional musician who has been writing and performing for more than a decade He wrote all the music for us, and provided the sound fx.
M: I’m looking into putting sounds into my own iPhone app. Should I use CoreAudio or openAL?
Agent Matt: We used openAl for all our soundfx. and GBMusicTrack for music (copy,paste,edit from http://www.idevgames.com/forum/showthread.php?t=15280 ) We originally were using core audio, but thought we’d get more control in OpenAL. Also core audio didnt seem to work on iPhone 3.0, we didn’t look into why.
A: I really want to develop my own game, but I can’t find the time.
Agent Matt: You just have to do it, it’s a fantastic feeling having a game in the store. It’s also the first game released for me, so doubly exciting 🙂