Tilt to Live 1.1 Update On the Way

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We’ve got an interim update for Tilt to Live coming in the next week or so. It’ll be addressing some issues we’ve come across from the mountain of feedback we’ve received. We weren’t able to get to everything, so if you don’t see an improvement you were hoping for in this update, keep in mind we’ve got a huge update coming in April and it may be in that one. Hopefully it won’t take to long, but I imagine Apple is having it’s hands full with reviews of the slew of games and apps for the launch of the iPad in the next week or so.

So what’s in this update?

Fixes/Improvements

  • The “Quit Blowing Bubbles” achievement exploit is now fixed.
  • Cluster Missiles and Blackhole pick ups are now correctly muted when you mute the SFX in the options menu.
  • Pausing the game is now no longer triggered on the very edges of the screen, avoiding accidental pausing.
  • Simplified in-game HUD. No more HUD elements that obstruct the playfield.
  • Some new loading screen material.
  • Other minor bug fixes

Calibration

I think our biggest complaint (and strangely enough also our biggest praise) was the calibration for movement. Looking through all the e-mails, tweets, forum posts, and facebook wall post, we have a contingent of users who, as far as I’m concerned, play the game literally like the custom icon implies. I’ll spare you the technical details of trying to get an accelerometer game to work in as many positions as possible.

Out of all the presets, Sleepy and Custom were having the most problems. Namely, when someone tried to play the game in a ‘vertical’ orientation (ie, 90 degrees from the Top-Down setting) they would lose horizontal control. So to remedy this we had to add a steering control scheme for those specific types of calibrations. It’s not the most elegant way of going about it because it introduces a bit more complexity to the player, but hey, you can now play in “Sleepy” without your arms getting  tired :).

Pocket Scores and YOU

We also did some UI tweaks to help better convey how the awards work with the the weapon unlock system. There seemed to be a lot of confusion as to how pocket score related to weapons, which wasn’t very clear in the UI. So hopefully this’ll make that a little easier to understand.

Tilt to Live is off to an amazing start, and it’s only going to get better! So help support Tilt to Live by letting your friends know about us!

Categories: Tilt to Live

7 responses to “Tilt to Live 1.1 Update On the Way”

  1. thegamerocks06 says:

    So I assume this has been submitted?

  2. Tony says:

    Epic.

    Thanks for the update 🙂
    Definitely addresses some of the main issues of annoyance.

    Can’t wait for the April update xD

    -Tony

  3. Tony says:

    Such an awesome game, so glad I brought it! Well done!

  4. Max J says:

    Awesome. Awesome.

    awesooooooooooome

  5. James says:

    Excellent, just downloaded. Any chance of removing the score / multiplier that follows the arrow after a combo? Very distracting. Looking forward to April 24th.

    James….

  6. RJ says:

    Tilt-to-live team, many a time has your ingenious creation kept me entertained on those long, lonely bus rides home – know that TTL has earnt a very special place in my heart above many many arcade games out there.

    Spreading the love,
    Rj.

  7. ramah says:

    How does the combo system work?