Ha thanks, yours too. My pic is actually old, from the first day the game came out, but when I saw yours I laughed cause they're in like almost the same spot. Just chillin' on the steps. And regarding high scores, it was something I really wanted when the game first came out. But now I'm finding myself not just playing for high scores like I thought I would, but sorta just playing in general. This game is fun because for some reason you can just get lost in pushing your guy down stuff, messing with different angles and strength, and watching the endlessly fun results. Then, it's like when you're least expecting it, you stumble onto some high scores. It's like icing on the already delicious cake. This game just rules.
The only thing I'd suggest: Me and my friends love this game but have to remember our scores and pass it around to see who did better each round.. And sometimes we forget. So maybe some multiplayer mode or at least something that can track your last score would be a nice addition.
These high scores are HACKS! I just have to say that to feel better So not realistic to me. Love the update!
This can already be accomplished. Just take a photo after each dismount, and the polaroid that comes out has the dismount score printed on the top right corner. Thanks for the comments everyone!
I don't know if this has already been mentioned, but I'd like your high score for a level to be placed on the screen somewhere (perhaps above your current game's score, in a different colour) so that I know if I should reset and not have to wait until the game's ready to tell me I haven't beaten the high score.
This is one of my cool photos of Mr. Dismount I think he looks like he's sitting down Indian-style, on the Mars surface, for an inter-galactic pow-wow. (no telling what'll be in his peace-pipe)
Yes, the 1.2.5 update will do exactly what you're asking for. We're now testing the build, and it will be submitted to Apple's approval process next week.
This simply MUST be the trick to the high scores. I had this happen to me today when a ski came caroming into the frame and sent my guy flying like he'd been shot from a cannon. The toss didn't result in a high score as I smashed into a guard rail but otherwise I'd have easily flown well off the slope. The question now becomes what's the best angle to achieve max interaction with the 2 ski's on the way down the slope? I've had limited success with spots around the back of the ankles but still very rare indeed to get 'launched' like that, seemingly far more rare than what's being indicated on the leaderboard. Any more tips anyone? If I can get a killer score on this map I'll be at the top of the World Cup (at least for a little while).
I've had no success in getting thwacked with a ski, but I did find that the best position for the arrow to get the skis tumbling was right around the top of the calf at the back, and use somewhere around 3/4 power. It causes the feet to slide over the skis and thus sends the skis tumbling. I've had a few close calls with tumbling skis, and often fell over them numerous times, and though I've yet to score higher than 667,000 (my highest so far) I'm convinced that a lucky break (heh) with this configuration might lead to some nice scores. I've been playing with angles and speeds at that position to see what works well.
Personally, I'd just like him go get impaled by the ski .. that would fit better with the humour of the game (and make it harder to abuse the physics engine.) I do have one *tiny* bug I thought I'd mention. It doesn't affect gameplay. It's just a visual glitch: When it's counting down to end the turn, if you skip out to select a level (ie: double-tap the arrow at the top left) and re-select the level you are already on, the countdown is still visible for a little while. A couple of images of this: As I say, it's not particularly important. I only do this to check the high score I'm chasing, so I won't be encountering it on the next version ..but you guys have such immaculate presentation to your games I thought I'd point it out. Oh, and I just realised a couple of days ago that you guys do a fake depth-of-field trick on the textures. Very nice.
i think your right i can consistently get a highscore if i make the guy spin by pushing hitting him in the hand hell spin like a top if you do it right
one time in loose binding, i simply hit him in the head, it rolled down like a vertical tire all the way down to the bottom and got 690k points...
I'm convinced now that the key to achieving those ~1 mil scores is either being kicked up by a ski or just generally tangling up with them as you roll down the hill. Mentioned above is spots around the lower legs give a decent chance of some ski interaction but so far everything I try is still a serious shot in the dark and I'm no closer to even my own high of 730k or so. Someone will post here eventually I hope and give more insight to those scores (which I really think are legit).
{shrugs} I just say: to hell with the global high scores. I'm just trying for the bestest dismount. I want to get to the bottom of that slope, and I'll be damned if I'm going to use a ski to do it. @Bdragonst Yeah, I'm going for head-pushes and cartwheels all the way down. It's beautiful when it happens. ..You know, I'm starting to think that stairs weren't the right structure to base this on after all. It's *slopes* is where the future of dismounting's at! (seriously, there's got to be other possibilities for slopes, right?) @Frand Cheers for the bugfix. Would hate to think my most immaculately-presented iPhone App isn't perfect after all.
Let's have a show of hands (this isn't really poll material) - how many here are using a PC? The level editor will be available soon, but with a few caveats: - PC only (and no Mac version in sight, sorry) - The levels created with the editor tool chain are compatible with the iPhone version, but the only way to put them in the game currently is by us releasing an official update for the game. This too is unlikely to change. All in all, the PC version of Stair Dismount is under development, and level editing features will be made available with it. The levels that people will produce are most likely too heavy to run on the iPhone, but those who keep the polygon and element budget in mind are most likely able to create content that can be used to expand the iPhone version. There's an announcement on the SX forums about this sudden turn of events
Oooooh! Shiny! I have a PC, and some nice (and very simple) level ideas. Heck, even if it was like iPhone Frotz where you had to point it at a URL to grab the level from, I could go for that. Pick me! Pick me! Love the whole idea - whether it's PC, iPhone, or both. (I have a Mac too, but it does runs virtual Windows, so I can live without the Mac port.)
using a mac, but boot-camped Win7. um...other games allow the download of level packs...i don't presume to know how your game is written, but (if you haven't already) can't you abstract a level definition to some sort of text system, be it XML, CSV, ...? a "level" (as i see it) is simply a collection 3D shapes, which are a collection of planes, which themselves are a collection of points (with color/texture info attached). add a point for where Mr. Dismount starts and a few other meta-data items (title, creator, creation timestamp, background textures, etc) and you're golden. unless you're doing some custom physics per level (i don't see where you'd have done that, except *maybe* with the skis in loose bindings), this should be perfect fodder for DLC, and a HUGE cash-cow for you. a bit of investment into the game engine to allow DLC level packs would likely have a very nice return. personally, i'd be all-in for every level pack.