Need feedback from iOS users

Have a question, suggestion, or comment about Aleph One's features and functionality (Lua, MML, the engine itself, etc)? Post such topics here.
Post Reply
User avatar
TrajansRow
Born on Board
Posts: 69
Joined: Sep 29th '16, 15:53

As some of you know, over the last couple of years I've been working with Blezek on updating his iOS port of the Marathon series. More than a few people have been disappointed lately that the games are not built for new OS versions and devices, or some features (such as multiplayer) were never implemented.

Things have gotten better: the little box in front of every feature request now contains a check mark! I'm hoping that these improvements will provide a first-class mobile FPS experience within Aleph One's classic aesthetic. Maybe this can even attract some new fodd^h^h^h^h players to the community.

Because it's been six years between revisions, I figured it would be wise to get some feedback from you folks in case I missed (or botched) something important. Here's a link if you would to test a beta of Marathon Infinity for iOS 12:

https://testflight.apple.com/join/ltVcRXpr
User avatar
treellama
Vidmaster
Posts: 6107
Joined: Jun 2nd '06, 02:05
Location: Pittsburgh
Contact:

Things may have gotten better for now, but the core problem with the iOS Aleph One release hasn't been solved: the community does not have control of its development and releases on the App Store. Instead, it was up to the single Bungie-sanctioned developer to represent the game at its best and that sure didn't happen.

We're a little better about this with the PC version, since we can add members to the GitHub project to ensure new maintainers can step up when old ones (ahem) burn out. Anyone is also free to release their own version of Aleph One (although this hasn't happened, mainly due to our efforts at accommodating contributions).

I wish I had an answer to this on the iOS side but the design of the app store makes it difficult.
User avatar
TrajansRow
Born on Board
Posts: 69
Joined: Sep 29th '16, 15:53

I think you’re right; it’s more or less an issue with all digital distribution systems. Hopefully as competition between platforms increases, they become more open.

For now I’m doing my best to make this a good representation of the project. I expect that the community will let me know if I’ve slipped up anywhere.
User avatar
treellama
Vidmaster
Posts: 6107
Joined: Jun 2nd '06, 02:05
Location: Pittsburgh
Contact:

Thanks for stepping up. I'll give it a try on my phone :)
User avatar
herecomethej2000
Mjolnir Mark IV
Posts: 632
Joined: Jan 22nd '06, 17:26
Contact:

Unfortunately for me, I'm an Android user. But I wish this project the best! (And maybe not forget about the far more open platform?) :)
User avatar
TrajansRow
Born on Board
Posts: 69
Joined: Sep 29th '16, 15:53

I’d be interested in contributing to an Android port, but I’m not in a position to initiate a project like that myself. I’ve not heard of any attempts to run the engine on Android yet.
User avatar
heliomass
Born on Board
Posts: 42
Joined: Nov 3rd '13, 19:25
Location: Montréal, QC
Contact:

The beta seems to be closed now, but I'd definitely be interested in giving it a shot if there's a another beta period.
User avatar
TrajansRow
Born on Board
Posts: 69
Joined: Sep 29th '16, 15:53

The games are all live on the App Store, so there is no need for pre-release testing right now.

The most recent updates add support for MFi, Xbox One, and PS4 controllers. You should try it out, if you haven’t already!
Post Reply