Vector Star Brawl Jorge Arroyo This game supports iCade and Gamedock controllers. Also, play on an external screen using those controllers. Vector Sta… Free Buy Now Watch Media DetailsThis game supports iCade and Gamedock controllers. Also, play on an external screen using those controllers. Vector Star Brawl pays tribute to vector games of old. Choose among a bunch of unique ships, each with their own special power and characteristics to fight versus a friend or the computer. The game features realistic 2D physics with gravity that affects every object (even bullets). Multiple scenarios to fight in are available as well as a challenge mode with infinite levels to hone your skills, alone or with the help of a friend. Log in to Game Center to compete for high scores and unlock the ten available achievements. If you liked old space games like Asteroids, Space War or Space Duel, then this game is for you! Features: - Brawl Mode: Fight against your friends on the same device. - Challenge Mode: Fight versus waves of Aliens, both alone or with a friend. - Six different ships with different powers (teleport, laser, missile, shield, invisibility, auto-aiming gun) all which weight and handle different. - Game Center Support: Leader Boards for Challenge Mode and 10 Achievements. - Realistic Physics and Ship control. - Deformable vector objects. - A great electronic-surf soundtrack (check our site if you want to download it). Information Seller:Jorge Arroyo Genre:Arcade, Simulation Release:Oct 02, 2012 Updated:Jul 12, 2018 Version:1.3.8 Size:21.8 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal My first iOS game has just been approved on the AppStore. If you liked games like Space Duel, Space War or Asteroids, do check it out. It's an Universal app although it works best on an iPad, especially for 2 players. It supports gamecenter (both achievements and highscores for the 1 player mode). Comments are welcomed! BTW: if you like the music, you can download it: http://soundcloud.com/theforeigncharacters/sets/vector-star-brawl/ DotComCTO Well-Known Member Feb 17, 2009 477 0 16 Chief Technology Officer Westchester County, NY #2 DotComCTO, Oct 1, 2012 I'm a sucker for retro and vector graphics. Downloading now. --DotComCTO bigrand1 Well-Known Member Apr 23, 2010 4,968 7 38 Geriatric Party Animal California, USA #3 bigrand1, Oct 1, 2012 Love retro games like Asteroids! Downloading now! Royce Well-Known Member Mar 22, 2011 4,240 180 63 #4 Royce, Oct 1, 2012 It just takes time when I game first releases. Should be up in a matter of minutes or a couple hours at most. drelbs Well-Known Member Jun 25, 2009 11,201 7 38 #5 drelbs, Oct 1, 2012 Looks good so far, music downloaded! makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #6 makaGeorge, Oct 1, 2012 Thanks!! makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #7 makaGeorge, Oct 3, 2012 I thought I'd explain a bit about the controls, since some people told me they had a bit of a hard time with them... The default controls use the left half of the screen for a virtual joystick and the right half to fire and use the special power. Firing is simple, just tap and hold and the ship will fire until you release. Double tap for the special power. Some powers need to double tap and hold while you want the power to be active (invisibility, shield and laser). The movement is where some seem to get confused... When you tap, a virtual joypad comes up (you can configure its transparency level or make it disappear in the settings app). You drag the stick left/right to rotate the ship, counter and clockwise (respectively) just like in Asteroids. If you drag up, you accelerate. If you release your finger, the acceleration and/or turning stops. The same happens if you drag your finger back into the bounding box. I find the easiest way to control the ship is to swipe and hold the desired direction for the desired amount of time, instead of keeping my finger on the screen all the time. For those who'd rather have a separate button to accelerate, I added the option (accessible from the ship selection screen). This way the virtual stick can only be moved left/right to control turning. Acceleration is controlled with the Thrust button, and firing is now controlled with the Fire button. The easy controls change everything. With them on you just use the stick to point at the direction you want the ship to go, and it turns (as quickly as it can) until it reaches it. Then if you don't have the separate thrust button, it accelerates until you release your finger... Hope this clears up everything for those that had trouble... bigrand1 Well-Known Member Apr 23, 2010 4,968 7 38 Geriatric Party Animal California, USA #8 bigrand1, Oct 4, 2012 Not really keen on this, kind of a disappointment to me, actually. Wasn't what I was expecting, controls are awkward, didn't like it. It's gone now. makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #9 makaGeorge, Oct 4, 2012 Last edited: Oct 4, 2012 Awkward in what way? Any kind of feedback really helps... I wasn't able to find many people that enjoy this type of games for testing purposes... I'm willing to provide more options if people ask for them... what would have worked for you? left/right buttons instead of the virtual joystick? makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #10 makaGeorge, Oct 9, 2012 Last edited: Oct 9, 2012 Update Submitted: Retina graphics slow on iPad3 Just a note to let you all know that I just submitted an update to the game. It seems the iPad3 can't handle the same amount of graphical load using Retina graphics as the iPad2 with its lower resolution. (Note that I'm talking about software rendering). I thought it was a given that the iPad3 would be equivalent in terms of speed to the iPad2, but the graphical power of the machine hasn't grown proportionally to the resolution... and I only had the chance to test the game on an Ipad3 yesterday. The game is playable but clearly not fast and smooth enough... So I added an option to switch retina graphics on/off. More specificallly.... I've added an option to toggle resolution between four settings. Full resolution (Retina in devices that support it), 1/2 resolution (pixels are twice as big), 1/3 and 1/4. This means you can adjust resolution so the game runs at an acceptable speed even on lower end devices. In addition to that, I also fixed a couple of GameCenter related bugs. I'll post here when the update is live. If you liked the game but thought it wasn't smooth enough, do give it a try then. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #11 Royce, Oct 9, 2012 Last edited: Oct 9, 2012 For the controls, lose the box and just make it a virtual (invisible or not) joystick since that's basically what it is. Reduce the size of the dead zone (the box currently), and I think it will more likely feel natural. My gun just stops firing sometimes. Do I have limited ammo, overheating, or something else? The game has potential. The variety of playable ships is cool. The controls need some tweaking, and I can't really play until I figure out what's going on with my weapon. Edit: Also this thread should be in the iPhone forum since its universal. makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #12 makaGeorge, Oct 9, 2012 Last edited: Oct 10, 2012 Thanks for the feedback. It's weird about the firing. I can hold my finger for minutes and it never stops... What device are you using? (edit: I just saw that you're on an iPad 2... it should work perfectly...that's strange) I'm guessing you mean the regular gun, the one you tap and hold to fire, right? The special one, where you double tap and hold ( on the big ship) does run out... About the dead zone, you can adjust its size on the settings app (the sensibility settings) You can also make the stick invisible, which works fine if you use individual swipes to turn and accelerate. The box I thought would help players see how far they have to move the stick for it to have an effect... It helps if you tend not to lift your finger when you move the stick to the center or in a new direction... I could always add an option to remove it... About the forums, I thought I should put it here since the game was designed on an iPad and works much better on the bigger screen, especially for two players (I haven't been able to try 2p on an iPhone but It would probably be too cramped). I didn't know universal games were supposed to go on the iPhone forum... sorry about that... Anyway, I'm glad you like the game... makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #13 makaGeorge, Oct 19, 2012 The update is now live. You can lower the resolution of the display on any device by 2 (disabling retina on devices that have it), 3 and 4. The pixels become progressively bigger but the game becomes smoother. This is good for older devices and the iPad3. Please, do give the game a try again if performance was a problem before... makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #14 makaGeorge, Dec 1, 2012 Upcoming: iCade and GameDock support I'm busy preparing an update to Vector Star Brawl to support both the iCade and the upcoming GameDock controllers. I've been testing the controls on the computer thanks to Kode80's Simul80 app and although you lose the analog nature of the controls, it works really well. Playing a 2 player game with real joysticks is great, although I plan to allow two player games on the iCade too. The second player will have to use buttons for turning and space might get a bit cramped, but I'm guessing it should work fine... I plan to submit it early next week... makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #15 makaGeorge, Dec 8, 2012 The update is available. iCade controls work really well and 2 player games on iCade are not only possible, but really fun. Also, support for GameDock means you can also play the game on an external display... makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #16 makaGeorge, Dec 16, 2012 ok. Last update unless I find any serious bugs: - Added a fixed joystick option. It's still analog, but can be used by just pressing on the arrows. change it's size by changing the sensibility setting in the settings app (bigger sensibility equals smaller center box) - Changed collision detection for bullets from hit on their center point to the whole square. Also bullets now correclty change size when zooming in and out. This should fix the perceived problem where bullets seemed to pass through enemies. - Changed starting position in Challenge mode so it's easier not to crash into the planet. - Added a couple of bonus ships taken from the Aliens. The get unlocked by trying all the other ships and getting the planet defender achievement. - Fixed some small bugs and tweaked the Challenge mode a bit (planet now has more mass). Thanks to everyone that sent feedback and helped make this game better. I'm now going to stop updating this game, at least for a while, while I start a new game... Connector Well-Known Member May 6, 2012 15,512 1 0 In the Chatroom http://thechatroom.freeforums.net/ #17 Connector, Dec 16, 2012 Does this work with the joypad app? makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #18 makaGeorge, Dec 16, 2012 Nope. But it seems simple enough. I think I can add it without problems... makaGeorge Well-Known Member Apr 27, 2012 57 0 0 #19 makaGeorge, Apr 17, 2015 Just wanted to let everyone know that the latest update is live on the AppStore. It fixes a bunch of problems that surfaced with ios8 that made the game slower and crash sometimes. (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
It just takes time when I game first releases. Should be up in a matter of minutes or a couple hours at most.
I thought I'd explain a bit about the controls, since some people told me they had a bit of a hard time with them... The default controls use the left half of the screen for a virtual joystick and the right half to fire and use the special power. Firing is simple, just tap and hold and the ship will fire until you release. Double tap for the special power. Some powers need to double tap and hold while you want the power to be active (invisibility, shield and laser). The movement is where some seem to get confused... When you tap, a virtual joypad comes up (you can configure its transparency level or make it disappear in the settings app). You drag the stick left/right to rotate the ship, counter and clockwise (respectively) just like in Asteroids. If you drag up, you accelerate. If you release your finger, the acceleration and/or turning stops. The same happens if you drag your finger back into the bounding box. I find the easiest way to control the ship is to swipe and hold the desired direction for the desired amount of time, instead of keeping my finger on the screen all the time. For those who'd rather have a separate button to accelerate, I added the option (accessible from the ship selection screen). This way the virtual stick can only be moved left/right to control turning. Acceleration is controlled with the Thrust button, and firing is now controlled with the Fire button. The easy controls change everything. With them on you just use the stick to point at the direction you want the ship to go, and it turns (as quickly as it can) until it reaches it. Then if you don't have the separate thrust button, it accelerates until you release your finger... Hope this clears up everything for those that had trouble...
Not really keen on this, kind of a disappointment to me, actually. Wasn't what I was expecting, controls are awkward, didn't like it. It's gone now.
Awkward in what way? Any kind of feedback really helps... I wasn't able to find many people that enjoy this type of games for testing purposes... I'm willing to provide more options if people ask for them... what would have worked for you? left/right buttons instead of the virtual joystick?
Update Submitted: Retina graphics slow on iPad3 Just a note to let you all know that I just submitted an update to the game. It seems the iPad3 can't handle the same amount of graphical load using Retina graphics as the iPad2 with its lower resolution. (Note that I'm talking about software rendering). I thought it was a given that the iPad3 would be equivalent in terms of speed to the iPad2, but the graphical power of the machine hasn't grown proportionally to the resolution... and I only had the chance to test the game on an Ipad3 yesterday. The game is playable but clearly not fast and smooth enough... So I added an option to switch retina graphics on/off. More specificallly.... I've added an option to toggle resolution between four settings. Full resolution (Retina in devices that support it), 1/2 resolution (pixels are twice as big), 1/3 and 1/4. This means you can adjust resolution so the game runs at an acceptable speed even on lower end devices. In addition to that, I also fixed a couple of GameCenter related bugs. I'll post here when the update is live. If you liked the game but thought it wasn't smooth enough, do give it a try then.
For the controls, lose the box and just make it a virtual (invisible or not) joystick since that's basically what it is. Reduce the size of the dead zone (the box currently), and I think it will more likely feel natural. My gun just stops firing sometimes. Do I have limited ammo, overheating, or something else? The game has potential. The variety of playable ships is cool. The controls need some tweaking, and I can't really play until I figure out what's going on with my weapon. Edit: Also this thread should be in the iPhone forum since its universal.
Thanks for the feedback. It's weird about the firing. I can hold my finger for minutes and it never stops... What device are you using? (edit: I just saw that you're on an iPad 2... it should work perfectly...that's strange) I'm guessing you mean the regular gun, the one you tap and hold to fire, right? The special one, where you double tap and hold ( on the big ship) does run out... About the dead zone, you can adjust its size on the settings app (the sensibility settings) You can also make the stick invisible, which works fine if you use individual swipes to turn and accelerate. The box I thought would help players see how far they have to move the stick for it to have an effect... It helps if you tend not to lift your finger when you move the stick to the center or in a new direction... I could always add an option to remove it... About the forums, I thought I should put it here since the game was designed on an iPad and works much better on the bigger screen, especially for two players (I haven't been able to try 2p on an iPhone but It would probably be too cramped). I didn't know universal games were supposed to go on the iPhone forum... sorry about that... Anyway, I'm glad you like the game...
The update is now live. You can lower the resolution of the display on any device by 2 (disabling retina on devices that have it), 3 and 4. The pixels become progressively bigger but the game becomes smoother. This is good for older devices and the iPad3. Please, do give the game a try again if performance was a problem before...
Upcoming: iCade and GameDock support I'm busy preparing an update to Vector Star Brawl to support both the iCade and the upcoming GameDock controllers. I've been testing the controls on the computer thanks to Kode80's Simul80 app and although you lose the analog nature of the controls, it works really well. Playing a 2 player game with real joysticks is great, although I plan to allow two player games on the iCade too. The second player will have to use buttons for turning and space might get a bit cramped, but I'm guessing it should work fine... I plan to submit it early next week...
The update is available. iCade controls work really well and 2 player games on iCade are not only possible, but really fun. Also, support for GameDock means you can also play the game on an external display...
ok. Last update unless I find any serious bugs: - Added a fixed joystick option. It's still analog, but can be used by just pressing on the arrows. change it's size by changing the sensibility setting in the settings app (bigger sensibility equals smaller center box) - Changed collision detection for bullets from hit on their center point to the whole square. Also bullets now correclty change size when zooming in and out. This should fix the perceived problem where bullets seemed to pass through enemies. - Changed starting position in Challenge mode so it's easier not to crash into the planet. - Added a couple of bonus ships taken from the Aliens. The get unlocked by trying all the other ships and getting the planet defender achievement. - Fixed some small bugs and tweaked the Challenge mode a bit (planet now has more mass). Thanks to everyone that sent feedback and helped make this game better. I'm now going to stop updating this game, at least for a while, while I start a new game...
Just wanted to let everyone know that the latest update is live on the AppStore. It fixes a bunch of problems that surfaced with ios8 that made the game slower and crash sometimes.