Available to over 1290 devices

Posted in super hexagon

I’m working hard to release Super Hexagon as widely as possible, as soon as I can! For PC/MAC, I should have some news there soon. For Android: here is some good news, and some bad news.

The good news: The Super Hexagon port to android is almost finished! The game is properly resolution independent, and it’s running really well on my own Nexus 7 (see the photo above)! Last weekend, I quickly ported an old flash game to Android, partially to help me catch bugs with my framework. I was originally hoping I could release Super Hexagon on Android this week.

Here’s the bad news – I’m having some trouble with the leaderboards, and it’s probably going to hold up the release of the Android version. (The rest of this post is a long technical ramble about why that is.)

Having a good leaderboard system is pretty important for Super Hexagon. One of the nice things about the iPhone version is that Apple’s built in leaderboard system, GameCenter, is actually really really good. You can have several different boards per game, it creates a separate list for your friends (this part is super important for me), it even allows you to send challenges to people to beat your highscores! For Android, I’m basically looking for exactly that – a GameCenter-like system. Unfortunately, the options aren’t great.

A big part of why they’re not great is my tech – I’m using Adobe AIR, so to access any of the existing leaderboard systems on Android, somebody needs to have written a Native Extension (ANE) for it. This really narrows down my choices – here are my options, as they stand:

    (1) A plugin called GREE is the most obvious choice – it’s got an official AIR Native Extension available as part of its SDK, so it should definitely work. My problem with it, unfortunately, is that GREE is kinda terrible. It’s slow, it’s cluttered with useless “social” features, and games that use it crashed several times on my Nexus 7! It’s definitely an option, but it doesn’t seem like a very good one.

    GREE actually bought and closed a company called OpenFeint last year, which is a shame, because OpenFeint would be have absolutely perfect for this. Oh well.

    I also looked in a similar service called “HeyZap”, but the only ANE I could find for it just enabled the social networking stuff, not the leaderboard stuff.

    (2) Then there are things like ScoreLoop and Swarm. These both look ideal – they’re lightweight systems that do exactly what I need! Unfortunately, neither have AIR Native Extensions, so I can’t use them.

    I contacted the smaller one, Swarm, to ask if they were planning to add support for that. They mostly just seemed surprised that anyone was using Adobe AIR 🙁

    With ScoreLoop, I investigated the possibility of hiring a coder to actually WRITE an extension for me. However, it looks like there’s a lot more work in that than I realised, so that’s probably not going to happen.

    (3) Finally, there’s the option of just coming up with my own system, possibly using something like Scoreoid in the background to handle the MYSQL stuff. I’m seriously considering this, and maybe using Twitter/Facebook to generate simple friend lists, but the problem here is that even IF I took a few weeks to actually do this, I’m still going to have a system that’s inferior to things like Scoreloop or Gamecenter. So it seems a bit pointless…

So, that’s where I currently stand. What now?

Well, for now, I think I’m just going to focus on getting the PC and MAC versions out. There’s good reason to think that if I hold off even, say, a month, the situation with Android leaderboard services could drastically improve! For one thing, GREE are apparently in the process of integrating OpenFeint with their system – which might mean that OpenFeint would become an option again, which would be great. Also, it appears that Scoreloop are currently working on an official AIR Native Extension, which would also be great. So for the meantime at least, it seems I’m going to have to hold off on releasing the Android version.

Another (horrible) alternative is just to release the Android version without a leaderboard system at all. But I really don’t want to do that.

Anyway; for now, I think I’m going to get the PC and Mac versions out, and come back to this.

I’m getting some comments on twitter about *why* it’s so important that the game has leaderboards, so I thought I should clarify: I feel they’re really essential to motivation in the game. If I released the game without leaderboards (on any platform) I would be releasing an inferior version of the game, and I just don’t want to do that. In general, I don’t think most games need high scores, but Super Hexagon does.

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Wanted: Coder

UPDATE 12th October: I’m no longer looking for help with this. Thank you!

I’ve got a small contract job available for a coder – I’m looking for someone to write an AIR Native Extension for the Android leaderboard service Scoreloop. The scoreloop SDK is written in java.

I’m not entirely sure how much work is involved in this, but if you have experience writing ANEs and you’re interested, please get in touch and we can discuss it more! My email address is here. Thank you!

0 Comments

Super Hexagon 1.2 update now live

Posted in super hexagon

There’s a new update for Super Hexagon available! It mostly just adds support for the new iPhone 5 screen resolution – but it also fixes a number of other small issues too. It’s compiled for iOS6 using the newest beta version of the Adobe Flex SDK, so (hopefully) it should also solve any problems people have had with iOS6.

If you follow me on twitter, you might have seen that I had a little drama with this update, which originally was deleting people’s save files. Thankfully, that’s all taken care of now, it’s totally safe to update!

If you have been enjoying the game, please consider leaving a review on iTunes! It apparently really helps other people to find the game. (You might have noticed that the game itself doesn’t bug you about leaving a review, by the way.)

I’m still working on the Android and PC/MAC versions of the game. Should have some news on that front very soon.

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Wonderful

Posted in super hexagon


(Thanks to molleindustria for the gif!)
Super Hexagon continues to be a never ending whirlwind, and shows no signs of slowing down! So I thought it might be nice to do a quick round up of everything that’s going on:

– I’m just back from Fantastic Arcade 2012 in Austin Texas, where Super Hexagon won the festival’s Audience Choice Award! This was an incredible event that I’m sure I’ll have a lot more to say about as soon as I’ve gotten over the jetlag.

– On Thursday night, I’m heading to London, where Super Hexagon is part of the third Wild Rumpus line up! Some of the world’s greatest Super Hexagon players will be there to take part in a live tournament!

– Super Hexagon will also be playable live at this year’s Indiecade, as part of one of the night game parties!

Finally, just to answer a question I’m getting asked a lot on twitter: Yes, I’m working on an Android version! Yes, I’m working on PC and MAC versions! I don’t know when these things will be ready, but I promise to keep you posted!

Oh, also, yes, I’m planning to update the game to add support for the new iPhone 5 resolution!

Thank you all for playing!

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Super Hexagon launch week roundup

Posted in super hexagon

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!

39 Comments

Whoops

Posted in super hexagon

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

Posted in 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 just0.99 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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FreeIndieGam.es Roundup

So, FreeIndieGam.es has been running for six months now. Wow!

We recently started some new things on the site: you may have already seen that Porpentine has started writing a cool weekly roundup of her favourite stuff from the site for RockPaperShotgun. Check it out here!

Also, something else: When I put out the call for a fourth editor, I got a lot of emails from indie devs who liked the site and wanted to contribute, but didn’t really have the time. I thought it would be cool to find some other way for people to contribute, so, starting today, we’re going to try letting guest editors run the site for a few days at a time! These posts will be a little different – we’re just asking out guests to share games that they’ve loved, games that have inspired them, from any time at all.

Our first guest editor is Cactus, and his first post should be appearing shortly!

Hope you’ve been enjoying the site 🙂

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