Archive for the 'super hexagon' Category

Super Hexagon launch week roundup

So, er, wow. So much has happened that I don’t really know where to start, but here goes.

Super Hexagon has been an absolutely huge success – both critically and commercially.

First, there’s critically: the reviews have been unbelievable! The game got a 9/10 from EDGE, and a 10/10 from Destructoid. I have a huge amount of respect for both of them, so getting scores like that is pretty mindblowing.

Secondly, commercially; the game has sold extremely well. It looks like the first week’s sales have come in at just over 30,000. This is way, way beyond what I expected!

I think the best thing of all, though, has been the amazing response the game has been getting from players. People really get what the game is about – something to obsess over, to master. I couldn’t be happier about this.

As a result of all this, I’ve decided to extend the launch sale. It just seemed like a shame to raise the price while so many people are still discovering the game! I’m going to leave the price at 66% off until things slow down a bit.

Thank you for playing, everyone!

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Super Hexagon

I’m pleased to present Super Hexagon, my first ever iPhone/iPad game! The game’s just gone live in Europe, and should be available in America by midnight.

[superhexagon.com]

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Whoops

So, turns out I accidentally launched Super Hexagon early last night. It was live on the app store for a few hours!

Er, I didn’t mean to do that. I messed up the forward dating stuff in iTunes. It you managed to grab a copy, congratulations! If you didn’t, well, you won’t have long to wait – I’m still planning to launch the game in less than a week, once I’ve got everything lined up. Still need to make a trailer, a website, send out review codes…

Anyway, yes, not long now!

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You must be this tall to ride the Super Hexagon



I have some exciting news that I really should have posted here sooner: Super Hexagon is finished. I finally submitted it to the app store about a week ago, and just this evening I got word that it’s passed review, and is ready to go live! Excellent!

I’m long overdue on posting some basic facts about all this, so here goes:

  • I’m hoping to release it in a week, on Thursday the 6th of September, as a universal app for iPhone and iPad.
  • The game’s gonna cost $2.99 – however, I’m launching it at a sale price of just $0.99 for the first week or so!
  • Although I’m focusing on the iPhone version for the moment, I’m definitely going to put it out on other platforms later. PC/MAC at the very least, and android is a possibility too!

Ok, cool, I think that about covers it!

I’m really proud of this game – although I’ve only been working on it for about four months, it feels like I’ve been subconsciously working on it much, much longer than that… There’s this particular strand of action game that I keep coming back to, that I always seem to do at jams – games like Self Destruct, or Bullet Time, or memrrtiks, or even the Super Gravitron from VVVVVV – they all come from the same place – something instinctive – to me, it feels like they’re all getting at the same thing.

Super Hexagon feels like the game they’ve been heading towards all along.

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Hyper Mode #screenshotsaturday

This week, I mostly spent my time tuning the higher difficulty levels of Super Hexagon, and I added super hard Hyper Modes to each level! Basically, it’s like a “New Game+” that unlocks for people who get a Hexagon rank in each of the game’s three levels.

While I worry that the hyper mode tracks are probably going to be way too hard for most people, I’m really glad they’re in there – attaining the level of mastery needed to do well at that skill level is pretty much what this game is all about.

I’m almost done now.

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A Super Hexagon Approaches

Check out what I got working! 🙂

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Getting Stage3D to work on iPhone, with AIR 3.2 and Flashdevelop

That screenshot above is an important test project – I finally got stage3D working on iPhone! Which means, hopefully, I’m one step closer to getting Super Hexagon working on iPhone. Which is not necessarily where I want the game to end up, but I figured (since it’s supposed to be technically possible with flash now), it would be fun to at least try it and find out how it feels.

Anyway, getting Stage3D to work on an iPhone took a LOT of messing around, more than these sorta things usually take, and I had a lot of trouble finding recent information online on how to do it – so, I’m going to be a good interneter, and write a short tutorial, for future googlers who might have to go through this horrible process. Here goes:

I’m using FlashDevelop 4.0.4 RTM on windows, and I’m compiling with AIR version 3.2. All of the following assumes that you’ve already got a basic flash project working on an iPhone. If you haven’t, this isn’t the right tutorial for you. (try this one!).

Stage 3D doesn’t work with AIR 3.1, and I wasn’t able to get it to work with 3.3. If you don’t have AIR 3.2, you should be able to get it by just reinstalling the latest version of FlashDevelop. So, set your projec to target AIR Movile 3.2 under Project -> Properties -> Platform.

Next: this is the bit that tripped me up for a while: there’s an application.xml file in the root directory of your project. At the top of this there’s anoter line to select your version of AIR. Make sure that’s also set to 3.2, like this:

<application xmlns=”http://ns.adobe.com/air/application/3.2″>

Next, for Stage3D to work, you need to pass an additional compiler option. Under Project -> Properties -> Compiler Options, add the following under “Advanced Compiler Options”: “-swf-version=13”.

Under Project -> AIR App Properties -> Initial Window -> Non-Windowed Platforms, set the Render Mode to “Direct” (NOT GPU, like you might assume).

Once you’ve done that, the final bit is to edit application.xml again. There are a bunch of settings under “initial window” here – add the following to this:

<depthAndStencil>true</depthAndStencil>

That should be everything! Good luck!

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Warning: Super Hexagon

Yesterday, Simon Parkin from Hookshot got in touch to ask me a few questions about the new version of Hexagon (which I’ve recently titled Super Hexagon)! This is probably the most I’ve actually said about the game since I started posting about it.

Check it out here!

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There is only the Hexagon #ScreenshotSaturday

I spent most of this week struggling to get a particular game mode working, which wasn’t much fun. A few days ago I made a fairly dramatic change to it, and it felt like it was going to work out – but no matter how much I tweak it, the pink “super fast mode” never really felt like much fun to play. So, I scrapped it.

I’m done with content, and I’ve moved onto polish. My focus now is on getting the three remaining core game modes to be as good as possible. This is getting pretty close to completion!

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Perfect twelve sided hexagon

I’ve been working on a couple of extra stages for this Hexagon thing, as sort of spin-off variations with slight rule tweaks. In the one pictured above, I was trying to take advantage of the 3D camera to make a mode which used a low angle to allow you see see quite far ahead, but also meant that you had to deal with much faster waves, like a racing game. It wasn’t quite working, though.

Today, I tried adding something a bit random – half sized walls. This completely transforms this game mode! Before, I was limited in only having a clear view of three segments ahead of you, which doesn’t leave much room for interesting challenges. Now, you can see six! I think this mode is going to work out. 🙂

Been at this game for a month now. Yikes!

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