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Lamp

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Post Mon Jun 02, 2014 10:31 pm

Bitfighter mobile

Bitfighter for iPad, iPhone, iPod, and Android.

Can have offline mode where you play against bots or multiplayer.
Players on mobile will be able to play with players on desktop.
If a player is on mobile, on desktop version their name would have some icon telling that the player is on mobile.
Image
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Fordcars

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Post Tue Jun 03, 2014 3:16 pm

Re: Bitfighter mobile

Bitfighter runs on Pandora, and maybe on Android :)
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watusimoto

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Post Wed Jun 04, 2014 4:16 am

Re: Bitfighter mobile

Bitfighter for iPad, iPhone, iPod, and Android.
Technically possible... but how would the controls work? When we get an answer to that, it will make lots of other things easier.
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Quartz

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Post Wed Jun 04, 2014 7:55 am

Re: Bitfighter mobile

watusimoto wrote:
Bitfighter for iPad, iPhone, iPod, and Android.
Technically possible... but how would the controls work? When we get an answer to that, it will make lots of other things easier.

like shit, then you get roflstomped by computer players. So much fun!!
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Current self-serving quote:
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
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raptor

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Post Wed Jun 04, 2014 7:58 am

Re: Bitfighter mobile

Actually - Quartz has a point: back in the early days of online first-person shooters, when they attempted to port them to game consoles, they stood no chance against keyboard-mouse players. I think the same still holds true and is partly why game consoles have isolated networks for such games.
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Quartz

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Post Wed Jun 04, 2014 8:01 am

Re: Bitfighter mobile

raptor wrote:Actually - Quartz has a point: back in the early days of online first-person shooters, when they attempted to port them to game consoles, they stood no chance against keyboard-mouse players. I think the same still holds true and is partly why game consoles have isolated networks for such games.
Yuuuuup. I've played far more console games than computer games, but I'm still waaaaay better at, say, Left 4 Dead, on PC than my Xbox.

Now for platformers I'd prefer a controller, but for any type of shooter ... yeah, mouse and keyboard will always be superior. That includes Bitfighter.
Exploits of Quartz and bobdaduck - My maps on Pleiades
Current self-serving quote:
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
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Little_Apple

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Post Wed Jun 04, 2014 10:43 am

Re: Bitfighter mobile

Quartz wrote:
raptor wrote:Actually - Quartz has a point: back in the early days of online first-person shooters, when they attempted to port them to game consoles, they stood no chance against keyboard-mouse players. I think the same still holds true and is partly why game consoles have isolated networks for such games.
Yuuuuup. I've played far more console games than computer games, but I'm still waaaaay better at, say, Left 4 Dead, on PC than my Xbox.

Now for platformers I'd prefer a controller, but for any type of shooter ... yeah, mouse and keyboard will always be superior. That includes Bitfighter.

Sam686 has won multiple BBBs and uses a controller...
Hee-ho!
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Skybax

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Post Wed Jun 04, 2014 2:21 pm

Re: Bitfighter mobile

As long as you can use a joystick instead of a mouse/keyboard, I see no reason why you shouldn't be able to use touchscreen joystick controls as well.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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Quartz

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Post Wed Jun 04, 2014 2:56 pm

Re: Bitfighter mobile

Little_Apple wrote:
Quartz wrote:Yuuuuup. I've played far more console games than computer games, but I'm still waaaaay better at, say, Left 4 Dead, on PC than my Xbox.

Now for platformers I'd prefer a controller, but for any type of shooter ... yeah, mouse and keyboard will always be superior. That includes Bitfighter.

Sam686 has won multiple BBBs and uses a controller...
So sam686 is God, what's your point. The skill ceiling on a mouse and keyboard is higher, it's really that simple. There is nothing to argue about there; a mouse is faster and more accurate at aiming than a couple of sticks.

Skybax wrote:As long as you can use a joystick instead of a mouse/keyboard, I see no reason why you shouldn't be able to use touchscreen joystick controls as well.
Yeah good point, fair enough.
Exploits of Quartz and bobdaduck - My maps on Pleiades
Current self-serving quote:
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
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Fordcars

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Post Wed Jun 04, 2014 7:54 pm

Re: Bitfighter mobile

When I'll get my hands on an Nvidia Sheild, I'll try out Bitfighter to see how it feels. It should work *just fine* on Android thanks to raptor I believe :)
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sky_lark

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Post Wed Jun 04, 2014 9:29 pm

Re: Bitfighter mobile

Controller vs keyboard/mouse can be argued all day but I think we'd all agree that either is better than a touch screen interface. Besides the issue of figuring out how to map controls, there's the issue of screen space. Fingers take up a big chunk leaving little to be seen. Also, would the screen zoom in on the ship? If so, it would leave players at a disadvantage for seeing what's around them. If not, it would arguably look ugly and be an eye-strainer.

Lag is another concern - as it is lag plays a big role in balance and with the inevitable lag stemming from trying to find a decent connection on your phone, I imagine this will be an even greater issue.

Not trying to be a debbie downer but I think Bitfighter mobile is unlikely to be successful. I'd be far more interested in a mobile level editor -- fewer controls and no competition with other players to muddle things. I take a lot of inspiration from my surroundings to base levels off of and being able to whip out a portable level editor and start working would be super cool.
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Fordcars

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Post Wed Jun 04, 2014 10:01 pm

Re: Bitfighter mobile

A level editor would be fairly easy for the web actually; we could also have a mobile version of it
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
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watusimoto

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Post Thu Jun 05, 2014 1:01 am

Re: Bitfighter mobile

I'd be far more interested in a mobile level editor
We'd always assumed a mobile version would have no editor and no server, but maybe we're thinking of it the wrong way.

Maybe a mobile editor (and perhaps even a server) would be just the thing to let people use their inspiration when it struck.
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amgine

Posts: 1314

Joined: Thu Apr 19, 2012 2:57 pm

Post Fri Dec 12, 2014 1:47 pm

Re: Bitfighter mobile

I think a mobile editor should be implemented somehow.
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Fordcars

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Post Fri Dec 12, 2014 3:08 pm

Re: Bitfighter mobile

I might try it out, but it most probably will be ugly

EDIT: Or maybe I won't, it looks pretty tough compared to that ugly web app of mine
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
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amgine

Posts: 1314

Joined: Thu Apr 19, 2012 2:57 pm

Post Wed Sep 09, 2015 11:43 am

Re: Bitfighter mobile

I stilll think this should be valid and done........someday somehow.....
Bitfighter Forever.
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Little_Apple

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Post Wed Sep 09, 2015 12:49 pm

Re: Bitfighter mobile

Hee-ho!
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amgine

Posts: 1314

Joined: Thu Apr 19, 2012 2:57 pm

Post Mon Sep 14, 2015 9:59 am

Re: Bitfighter mobile

I am curious for the online version how would levels and other settings be stored.

would users who can edit the ini ahve more flexibility than those who are using the browser version Or will INI file be removed entirely?
Bitfighter Forever.
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watusimoto

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Location: Quartz's mom's house

Post Mon Sep 14, 2015 10:45 am

Re: Bitfighter mobile

I don't know, but probably the browser version would be more streamlined than the desktop version. The whole reason for using the browser version would be ease of trying the game, not as a substitute for the desktop client for long-term use.
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amgine

Posts: 1314

Joined: Thu Apr 19, 2012 2:57 pm

Post Mon Sep 14, 2015 10:49 am

Re: Bitfighter mobile

I understand but I feel that all players shouldbe able to have the same features for the fact players should be able to have the same features for enjoyment purposes I mean what if someone had some delicious cake and you had none would you be happy ?

Perhaps Internalize the INI settings into the game and remove the INI file down the road Or would that be impossible with bitfighters current format?
Bitfighter Forever.
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Skybax

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Post Mon Sep 14, 2015 1:13 pm

Re: Bitfighter mobile

amgine wrote:what if someone had some delicious cake and you had none would you be happy ?

If I really wanted my own cake I would go to the store (bitfighter.org) and download my own cake
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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amgine

Posts: 1314

Joined: Thu Apr 19, 2012 2:57 pm

Post Tue Sep 15, 2015 10:51 am

Re: Bitfighter mobile

Let me rephrase what im trying to say it is possible to remove the .INI all together and internalize the left overs I mean there is a entire section for debugging which is not needed (unless your a developer) the log in and server info for a user can be put server side the side and the quick chat customization could be internalized.....so do we need it?
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Fordcars

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Post Tue Sep 15, 2015 3:24 pm

Re: Bitfighter mobile

I have no idea how the files would be stored, but I guess no .ini modification, but it's not really necessary, right?

In the future, maybe the .ini will be simplified to only have settings modifiable in the game?
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bobdaduck: uh, it likes you.
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amgine

Posts: 1314

Joined: Thu Apr 19, 2012 2:57 pm

Post Wed Sep 16, 2015 8:19 pm

Re: Bitfighter mobile

Thats what im thinking cause most of the INI settings are extraneous and not needed it would also help remove about 100 bytes from bitfighters file size but that's negligibale.
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