Micron is now available on Steam for PC, Mac, and Linux! The Steam version comes with a number of new features:
- Workshop support! Create your own levels with the included level editor (Windows only) and share them with the community.
- Controller support! Micron now supports the Xbox 360 controller, as well as the Xbox One, PS3, PS4, and other similar controllers.
- Cloud saves.
- Steam achievements.
If you have previously purchased the game on the Humble Widget, Desura, Indie Royale, LazyGuysBundle, or Indievania check your account for your Steam key.
Lots of news about Micron:
- Micron is available in the Indievania store!
- Thanks to the Linux support added in Unity 4, Micron is now available on Linux! Grab it from Desura or Indievania.
- A demo version of Micron is now available on Google Play and the Amazon App Store.
- The 12 bonus levels added for the PC & Mac release have been added to the iOS and Android versions of Micron as well.
It took a bit of time but Micron has finally made it to PC & Mac! This version comes with 12 bonus levels (unlocked when you complete the main game) and some minor tweaks to things like controls and screen settings. There’s also a free demo version with the first few levels of the game if you want to try before you buy. So go grab the game on Desura now!
If you haven’t heard of Desura it’s a lot like Steam but more friendly to indie developers. There are tons of great games on there so it’s well worth making an account if you don’t have one yet!
The bonus levels and demo version will be coming to iOS and Android soon too.
If you’re an Android phone or tablet owner in the US you now have one more way to get Micron. The game was approved for the Amazon Appstore this morning! Get it here.
Tom Cutrofello runs a blog focusing on nothing but great puzzle games for iOS and mechanical puzzles. This morning he posted a review of Micron:
Micron has 51 levels. I have solved them all! They start easy, and get, seemingly, impossible. … Micron has old-school 1980′s graphics. But that’s okay. It’s the challenge and fun of the puzzles that propels it into the list of Best Puzzle Apps of 2012.
It’s great to see a real puzzle afficiando like Tom enjoying Micron! If you like puzzle games you should definitely check out his blog.
The first update for Micron is now available on the App Store and Google Play. Changes in this update:
- Added a brief tutorial when playing level 01 for the first time.
- Fixed a bug where level progress wasn’t saved under certain conditions.
- Fixed two puzzles that had unintentional shortcuts.
Thanks to CGRundertow and jojopetv for these fantastic reviews!
That was quick! Apple has approved Micron for iOS! The game is now available in the App Store.
If you like Micron, please help me spread the word! Go to microngame.com to share Micron on Facebook, Google+, and Twitter.
After months of work on the port, which involved rebuilding the entire game in Unity, touching up all the existing levels, music, and sounds, testing and optimizing, creating new levels and music, then some more testing and optimizing, Pulse is now available for Android in the Google Play store as Micron!
Micron is also coming to iOS very soon, and maybe some other platforms too?
Go to microngame.com to find out more.
I’ve been working on porting Pulse to mobile devices (Android and iOS). The game was written in Flash, which means it could be deployed to both Android and iOS as an Adobe AIR application. The controls and UI would need some tweaking but otherwise the game would work as it is. Or so I thought… I deployed Pulse to a Samsung Captivate and found that the frame rate is very poor. I isolated the issue to the use of vector graphics, and the typical optimizations didn’t have any significant impact. Essentially, all the graphics in the game need to be redone with sprites.
I found a couple of cool sprite frameworks for Flash: ND2D and Starling. Starling is especially promising and I spent some time testing it. Then I realized — after several hours trying to figure out why my app wouldn’t run on my phone — that Stage3D, the new API that both Starling and ND2D are built on, is not available on mobile devices yet. On top of that, the effort required to update Pulse to use sprites was starting to look substantial (especially considering how simple the game is).
So, of course, I decided to port the game to Unity instead. My plan was to look at Unity after I finished Pulse anyway so I figure the experience won’t be a waste, and Unity will let me target more platforms than Flash.
Unity is designed for building 3D games so the first thing I have to learn is how to use it for a 2D game. I’m finding this tutorial to be very helpful.
I also need to figure out how to handle audio syncronization and latency (by far the greatest challenges of making the original Pulse in Flash). In Flash I had used the excellent StandingWave 3 library. There doesn’t seem to be anything like it for Unity. Luckily, Unity seems to be much better at both syncronization and latency out of the box. When you play multiple sounds simultaneously Unity will actually play them in sync (unlike Flash) and you can choose to prioritize latency over performance, which is nice.
I’m currently working on porting the game logic over from Flash.
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