Utmost reflection, When there's a will there's a way. #inlined #mindovermatter #createtorelate #regulators

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Utmost reflection, When there's a will there's a way. #inlined #mindovermatter #createtorelate #regulators
Functions only getting inlined if defined in a header. Am I missing something?
Functions only getting inlined if defined in a header. Am I missing something?
Using gcc v4.8.1
If I do:
//func.hpp #ifndef FUNC_HPP #define FUNC_HPP int func(int); #endif //func.cpp #include "func.hpp" int func(int x){ return 5*x+7; } //main.cpp #include <iostream> #include "func.hpp" using std::cout; using std::endl; int main(){ cout<<func(5)<<endl; return 0; }
Even the simple function func will not get inlined. No combination of inline, extern,
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InLined in AppStore
First of all a link - View in App Store.
And now some questions - why such a game? What is different in it than in a billion other games around there? Haven't I already seen something similar?
InLined is a classic game, with a classic gameplay that hasn't got any specific twist - no special powers, no magic stuff, nothing flashy. We decided to develop this game to be a little opposed to current mobile games trends. And what are this trends? We think that they are these:
Always put some currency in your game that very slowly accumulates
Sweet, colorful graphics is a must
Many, many features
Ok, it's not so bad - a currency in a game gives the player a driving force to play the game and get some new gadgets thanks to it. A sweet colorful graphics is also fine (or even amazing if you look at Cut the Rope). What is wrong with multiple and various features? However we believe these trends have their downsides:
Whenever you see a currency in a modern game you can be 100% sure there is going to be an in-app purchase to get it immediately. And that is bad. Not because of the fact itself, but because you can be again 100% sure that the game was balanced in such a way, that without paying you won't get even near getting that magic armor which costs 100k gold. Well, unless you don't have a life. But if you pay, everything gets surprisingly easy. It perfectly understandable - devs, just like us, want to eat, but we think that it makes the player feel cheated. Some less, some more, but in general it doesn't give a positive outcome and only shows a pessimistic message - "nothing is free".
What is wrong with colorful graphics then? Nothing! Unless you want to play a game in a crowded bus, underground, train, room etc. We know it's maybe not very wise, but won't you feel a little immature if all you had on your screen were sweet, colorful bears and birds singing their jolly music. We know a couple 30-50 years old people who do.
Finally - very often you want to use your mobile phone for a moment (e.g. when waiting for a tram) do something, and then put it back. If a game loads 30 seconds you are unable to do so. And more and more games do it. You have multitasking, but the bigger the game, the higher the probability that it will be killed by the OS while in the background. And games become big even if they have a very simple - one finger gameplay. We wanted a game that looks great, but loads in 3 seconds.
So we wanted to make a game that is different when looking at these three trends. No, it's not free - costs around a bottle of Coca Cola. It's very cheap when looking at what gold costs in some free games - lately we have seen something like 30 USD. However once anyone gets it, the game is full - has all features, everything. The second thing is graphics (it was made using Pixelmator by the way) - it's tactile, inspired by some business apps and (a little) Bugatti Veyron buttons. It would be really stupid to make a platformer with such graphics, but it works surprisingly well in a casual board game.
What is different in this game then? The things we wrote: all-inclusive design, tactile, designer graphics, lightweight. We haven't seen anything similar lately. Moreover - the game really values your high scores, so getting a new one is more satisfying. It doesn't allow to undo and doesn't show where new pawns will be placed. Since this game is all about getting a high score what would be the point in making it not challenging?
Have you seen something similar? Well, yes. In terms of gameplay design it's the same, old and classic "balls", "lines" or whatever it is called. Even Ubuntu has this game in it's default installation, however not looking very good. Also, we have such a game on the Google Play market. This one however got whole source code rewritten and reengineered. Also everything got much more polished in terms of mechanics. Finally, our graphics guy did a really great job in designing the UI.
To sum up - we believe our new iOS App is really a great example of what a game on a mobile device should be and we would be delighted if you checked it out. Also, any comments below would be great!