[QUASI-NEW APP] word puzzle game - Android Apps and Games

EDIT: FIXED MANY MANY BUGS, changed/updated the layout, removed keyboard entry method.
Crude webpage with .apk download: http://www.finnote.com/jumble (also available on market under "andJumble" or you can find just by searching for "jumble"
History:
I wrote a word scramble/jumble game as a pet project and published it to the market place. Its beta and my first app so be kind. Basically I was curious how hard it would be to create multiplayer games.
At first I built a tcpserver and client in the app and had it go out to a matching server, then the one handset would be switched to server mode, and the second would disconnect from the matching server and connect to that host. Of course this worked perfectly on wifi, but with cell connections, the cell provider's NAT prevents the connection so now I have the matching server handle the communication throughout the life cycle of an online game.
If you like word scramble games, please give it a try and give me some feedback. I'm not exactly a master programmer nor graphics guy, like I mentioned its just a pet project.
FEATURES
* >60,000 words in supplied database
* ability to create your own word database and use it alone, or in conjunction with system database
* ability to set system words to be ignored
SOLO GAME PLAY
* option to change the # of rounds per game
* option to change the minimum and maximum word size for the game
* option to change the seconds per round and delay between rounds
* Option to see hints on incorrect guesses
* Three modes: Exact match: round advances when you form a word using ALL the letters, Anagram: round advances when you find all possible words that use ALL the letters, Scrabble mode: Round advances when you find all possible words of 4 or more letters from the supplied letters
BLUETOOTH HEAD TO HEAD:
* Multiplayer head to head match over bluetooth - play against a friend.
* Chat to send text messages during game using keyboard
NETWORK (Lan & cellular)
* Multiplayer Network head to head play
* Game toggles host each round so neither player has unfair advantage due to network (cellular) latency
* Can enter a username/pwd to save your online record
* Can enter a game code you could share with someone else and you will only be matched with someone who enters the same game code
* Chat to send text messages during game using keyboard
* JumbleBot generally online that will serve as opponent for online play if no one else is connected.
and Its FREE!! (has a few ads - i'm just playing with admob at the same time)
Please check it out and give me some feedback - tested with N1 and Motorola Droid. Just search for andJumble, or just jumble.
Here are some updated screenshots:
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Thanks!!

Re: [NEW APP] word puzzle game
Hi, I couldn't find this in the Android Market.
I'm running 2.1 on a rooted Milestone if that helps.
Thanks
-------------------------------------
Sent from my Milestone via the XDA Tapatalk App

Hmm - thats odd. It requires 2.01 or higher (sdk 6)
I can find it on market with Rooted Droid running 2.1 on Verizon and with unrooted Nexus 1 on AT&T running 2.1 update 1 just by searching for "jumble"
anyone unable to see it on market? I wonder if its an export issue? I've never posted to market before so don't know all the issues there might be.
the .apk is at http://www.finnote.com/jumble/Source/aJumble.apk

stooby said:
Hi, I couldn't find this in the Android Market.
I'm running 2.1 on a rooted Milestone if that helps.
Thanks
-------------------------------------
Sent from my Milestone via the XDA Tapatalk App
Click to expand...
Click to collapse
maybe this works?

Beta 0.5.19 uploaded to market - fixed Bluetooth head-to-head which was totally broken before and I didn't realize it

Re: [NEW APP] word puzzle game
I definitely couldn't find it in the market so it may be because I'm in the UK.
I've downloaded it from your direct link and I'll give it a go.
I'll post my feedback in this thread.
-------------------------------------
Sent from my Milestone via the XDA Tapatalk App

stooby said:
I definitely couldn't find it in the market so it may be because I'm in the UK.
I've downloaded it from your direct link and I'll give it a go.
I'll post my feedback in this thread.
Click to expand...
Click to collapse
Thanks. BTW there a new version (on updated link on first post) that fixes a lot of issues.
The network head to head works well when i've managed to find an opponent - but with only around 100 downloads, I basically have to stare at the matching server to see when someone joins. I think for the network version to be really good it needs thousands of downloads so there are always a few people online - but I really don't know how to get that kind of penetration. And the fact it doesn't seem to appear outside the US (if you are any example) isn't helping

jumble is one of my favorite puzzles in the paper. i'll give it a go thanks!

fixed just a few bugs :/
Version 24 (Beta 0.5.24)
NETWORK GAME Fixed funkyness with username failing to register
NETWORK GAME fixed password reset on playAgain()
Version 21 (Beta 0.5.23)
Added ability to set network game password so you will only be joined with another person who entered the same passwordNETWORKGAME: fixed possible force close event on quitting a network game while queued for the first time (or application locking up)
GENERAL: fixed possible force close when in button mode but not AutoCentering buttons
Version 20 (Beta 0.5.22)
added toast for network game to let people know to use the letter buttons for guessing and the keyboard for chatting.
Added ability to set preferences for game button behavior (auto centering or not)
Version 19 (Beta 0.5.22)
Changed button view "keyboard" buttons to make them more consistent and pressable
NETWORK, BLUETOOTH, BTNMODE: Added option on main screen to autocenter buttons. Default is true. When false, the unused letters will remain in place.
Cleaned up footprint of main page, removed lots of unused garbage.
Marginally increased "intelligence" of jumblebot. He was too slow before.
NETWORK: Added notification when difficulty auto-increases.
Version 18 (Beta 0.5.21)
WORD MANAGEMENT: can now find words starting with, containing exactly the search characters, or all possible words from containing any of the search characters (results limited to words 4 or more characters). Handy for cheating at scrabble I guess
ALSO a feature that people might not know:
You can import a text file to the user word database by entering the path on the sdcard to the file where the file is a text file with a single word per line. (I forgot to indicate when its done importing, but i'll do that on the next release)

Anyone try this? Any feedback?
I've only seen 2 or 3 people connect via network - Have people tried and it didn't connect?
Thanks

Hi I just tried your game, but not on online. Just wanted some single player brain training. Here's alittle feedback after a couple games:
1. It would be nice if you supplied the answers to words you get incorrect or don't know. Maybe during the time it takes to load the next word?
2. Sometimes i spell the word correctly, press the enter key, but it says i'm wrong. So i retype and press 'Guess' and it'll except it. This happened twice in 3 games of 5, and I remember of the words being RIMS. Actually its funny, cause it wasn't even jumbled either... hahah I guess it was a gimme.
3. Some options like play again or stats or summary of words at the end of the game would be great!
Anyways, I'm playing on a rooted Droid running BBv1 rom and Swype. Other than that though, I'm a fan of puzzles and stuff and it was fun. I'll play some more during the week and let u know what else I think.
Biz

Ahhh the online interface is much better. It gives you the correct answer at the end. Although it said 3 people were online, I think i was just playing against myself. After I missed the word EXEC, it gave the right answer then crashed. I was able to still type into the chat room, but I was unable to exit and it eventually FC.

biz79 said:
Hi I just tried your game, but not on online. Just wanted some single player brain training. Here's alittle feedback after a couple games:
1. It would be nice if you supplied the answers to words you get incorrect or don't know. Maybe during the time it takes to load the next word?
Click to expand...
Click to collapse
That is one of the options you can enable "Show all matches" will show all words it would have accepted.
2. Sometimes i spell the word correctly, press the enter key, but it says i'm wrong. So i retype and press 'Guess' and it'll except it. This happened twice in 3 games of 5, and I remember of the words being RIMS. Actually its funny, cause it wasn't even jumbled either... hahah I guess it was a gimme.
Click to expand...
Click to collapse
Might be a caps thing if you are using the keyboard to enter stuff - or maybe the keyboard is auto-inserting a space and I need to trim it. Also Swype is definitely problematic since it changes the way the keyboard interacts with input boxes. In fact, i used to have a warning popup if it detected a non-standard keyboard. You may want to enable "button mode" which uses the same input method (press the letter buttons) for solo play as the online version does. I might remove the keyboard input from solo play entirely - but i'm leaving it now in since its built.
3. Some options like play again or stats or summary of words at the end of the game would be great!
Click to expand...
Click to collapse
I am doing that for the next release of the online version - it will track:
-number of words founds
-number of rounds played
-number of points awarded
-number of points opponent was awarded
-number of wins, number of losses, number of times your opponent quit or was disconnected, number of times you quit.
-total time spent playing online.
Anyways, I'm playing on a rooted Droid running BBv1 rom and Swype. Other than that though, I'm a fan of puzzles and stuff and it was fun. I'll play some more during the week and let u know what else I think.
Biz
Click to expand...
Click to collapse
Thanks for the feedback!! I hope to have the next version released today or tomorrow.

biz79 said:
Ahhh the online interface is much better. It gives you the correct answer at the end. Although it said 3 people were online, I think i was just playing against myself. After I missed the word EXEC, it gave the right answer then crashed. I was able to still type into the chat room, but I was unable to exit and it eventually FC.
Click to expand...
Click to collapse
hmm - i thought i had found all the force close issues on network play but i msut have missed one. In any event the network module has some backend changes on the server in preparation for the next front end release so it could be some incompatibility with versions - i'm trying to maintain backwards compatibility as much as possible since I don't post all the updated betas but I think I might have to cut it off with the next release.

I've really updated the app since my first post about a week ago. I think I cleaned up most of the FC's, changed the game play a bit, added more options for single player mode, added quick game summary, option to replay, online network stats (wins/losses/quits), option on letter-button behavior (autocentering) and a bunch of other stuff. Still looking for feedback if anyone's got some. Can post it here, or from within the game.
Thanks!

No screen shots?

gogol said:
No screen shots?
Click to expand...
Click to collapse
oh yes. I havent really spent much time doing the layouts yet. I'll probably work on the scoring next then do the layouts.
Solo scoring is rather meaningless at the moment.
Head to head scoring is every word is assigned a point value - if you guess it first, you get the points added to your health, and your opponent loses them from their health. That way if two people are evenly matched, it the game could last a long time with lots of rounds, if they are totally mismatched, it will be mercifully quick. If neither player guesses before time runs out, they both lose the points- thats so all games end and players don't just hang out and use the in-game chat or forget they are playing a game.

I've made massive changes to the game since this first post - i think its come a long way. I haven't gotten any feedback from people here - but would love some either in this thread or from the in-game feedback button.
Here are some updated screenshots:

tried it and i love it.
one thing would be great: i'd love to use a german dictionary, since my english isn't very good.
maybe an option would be to use the built in dictionary that comes with your phone.
besides that, i won't come very far, since i don't know the words

Hi
can you send the market link
trying from India and not able to find in market and the apk link given thr

Related

[APP] Island Settlers (board game - catan)

I just released Island Settlers to the Android Market! I appreciate any feedback. See below for screenshots.
If you're downloading from the market, make sure you uninstall the preview version first.
English only. Contact me if you can help make a translation.
Please read the webpage for details and report any issues.
Cheers!
Website: http://omnionic.com/settlers (has direct download link if needed)
AppBrain: http://www.appbrain.com/app/island-settlers-(free)/com.settlers
Market download:
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Screenshot (Dec 6, 2010 - 1.2.2)
Update: preview 2
Preview 2 is out! This release is single player only, with basic AI. I also improved the board interaction system. Double-tap to zoom in or out, and long press to place a settlement/city/road/robber. Let me know if there are issues or you have any suggestions.
Check out the details and apk download on my site:
http://android.neilisaac.ca/site/settlers
Catan! I haven't tried it yet, but I'm already excited. The board game is so very fun. Thanks for working on this
Sent from my SPH-D700 using XDA App
Any screenshots for potential testers?
I posted one screenshot on my website (shown below)
You can download the game from my website!
http://android.neilisaac.ca/site/settlers
Let me know how it goes.
I haven't had a chance to play this a lot. I don't like the vibration, which occurs even when the phone is in silent mode.
I am fairly certain the vibration signals the computer moving. Perhaps a quick pop up or something could instead let the user know about the ai.
Sent from my SPH-D700 using XDA App
The vibration and/or beep signal the beginning of a human turn. I intended this to alert you to pass the phone to someone else if you're playing with friends. These can be controlled based on your android settings ("Audible selection" and "Haptic feedback" under "Sound settings.") I'll add an option to override those in the application.
I have a new version (almost ready) that adds a bunch of minor features, including a turn log as you suggested. It also lets you set player names and colors, and have a combination of human and ai players.
I have a buddy working on some new textures. Saying he's a better artist than me is an understatement. See screenshot above
I have a short list of bugs to fix and some things that came up in testing. I'll have another release out within a day or so.
Ah, I understand that now. When playing alone it seemed pointless, but I can see how it would be useful with friends.
Sent from my SPH-D700 using XDA App
Check out my updated version on the market!
Here are the most significant features as of release r4:
* Set number of points to win game
* Show past game results
* Persistent settings and player names
* Turn log
* Crash and stall fixes
i really like where this is going!
used to love the game and this version is getting my attention
two things about the current version:
the "build town" button shows because i have the right recources (i guess, see my second point) but i am not able to build one because of the rules (i've only got my two initial towns and roads so i need a road first)
-> shouldn't the "build town" button show only when i am really able to build one?
i used to play the real game a couple of years ago. got used to having my "resources-trading"-card (how many x do i need to build y) visible at all times so i could glance at it while trading. i see that you implemented a menu showing when pressing the menu button in the last version (good start by the way, wanted to suggest that too) - it would be great if you could implement another button in the menu that shows to display the "resources-trading"-card (for lack of a better name)
more feedback to come.
EDIT: see below
i need a statusboard with the following information to make decisions and refine strategy:
- player points
- how many resources a player has (not how many in each category but in total - i think according to rules this is possible)
- all the stuff displayed on my own info-screen (in-game-menubar -> "info")
a suggestion where to place this: remove "info" and "turn log" from the in-game-menubar.
instead display "status" (or whatever name) to the left of "options".
status is a full-screen display of player stats.
via tab it is possible to switch to the other players, per default my own information is displayed (like when pressing "info" in the in-game-menubar)
(very) rough mockup attached.
new post because it's getting too long
_especially_ when moving the robber i need to know those things:
how many points and how many cards does everybody have?
what's the cost of a town/road/etc.?
another thing, sorry for the massive amount of stuff i just thought i'd get it all out now that i'm at it
right now i am in posession of all the right resources (lumber, wool, grain, brick) and i have a sweet spot where i want to put this town.
the thing is - the button to do it is not there!
those buttons are showing:
1st row: Info - Trade - End turn
2nd row: Buy or use card - Build road
"Build town" is not there!
is there any way to provide you with debug info for cases like this?
maybe it would be possible for you to integrate a debug option that saves the current state of the game in a txt-file i could send you, or something like it.
EDIT: i wasn't able to build towns or cities for the rest of the game.
at some point (couple of turns later) i also lost the ability to build roads, even though i had enough resources.
EDIT2: i was able to build cities, but no more towns and roads.
is there some rule that restricts the amount of towns and/or roads i forgot?
EDIT3: this has to be a rule i don't know about. in another game i am now able to build roads/towns/cities as i like.
i just move the robber because i rolled a 7.
the game offered me to steal from either of two players because they had cities where i placed it.
one player had 0 resources the other had 3.
why bother to show the player with 0 resources?
a confirmation when building roads would be great - i was very sure of my placement but build two roads in the wrong spot because of clumsiness
oh and i'd like to help with the german translation.
Freaking Awesome!!!
Freaking Awesome!!!
I love, love, love, love this game!
Thanks for all the feedback Emelie! I'll try and respond to most of it here.
Status windows
First off, I like your idea of the consolidated status window. My thought is to keep the (optional) popup turn log so you can see what happened since your last turn at a glance, but then replace the info and turn log buttons with a merged version.
Your mockup looks good. My approach has been to avoid showing any information that can be found by looking at the board. I think the status window shouldn't tell you much that your opponents in the real board game don't have to tell you. The big thing is that it shouldn't show victory points - I think a big part of the game is in speculating this for yourself. More importantly, there are the "victory cards" that aren't shown to other players until you declare that you've won. Of course you need the information such as the number of development cards that each person holds so you can make your speculations.
A quick building costs dialogue that is always available would probably be good. I put it under trade and that was good enough for the time, but I'm not 100% happy with it - it's on my todo list.
Interface
I'd like to add an undo option after building. After I added zoom and long press support I found that I don't make mistakes, so this became low priority. Of course this would help with people learning the interface. It would also probably help to have "toast" (the small popups in the lower third of the screen) prompts to tell you what to click ("double tap to zoom in, then long press to build your road" or something.)
When you steal from someone, I decided to show the full list so it is more obvious why it doesn't let you steal from someone. My ideal interface design would be a dialogue like that, but with the 0 resource players disabled and greyed out, however I don't think that's possible without going to more depth. Maybe I'll change it from a dialogue to a full activity (info and turn log are dialogues that pop up, trade and options are full activities - you'll notice that they don't disappear when you rotate the screen; I went to great lengths to ensure that the steal dialogue comes up again if you do this.) Let me know if you have other ideas, or even a mock-up.
Usability-oriented design is important. I'll admit that much of my design is based on what was either most obvious to do while developing it, or what is fastest to use when clicking through the game really fast. My preview-2 release was really quick, but has poor usability.
Rules
The board game has 5 settlements (which I call towns since it's shorter and screen space is valuable on a phone) 4 cities, and 15 roads. This forces you to use a more diversified strategy to get points, so you can't just build 10 towns and win. When you build a city, you do get 1 town back. This is implemented but my game doesn't really tell you about it (except maybe in the instructions if I included that.) I think I'll include something like this in the status window "towns: 3 / 5" or similar. Maybe keep the button when you can afford it, but give you an error message when you click it explaining why you can't build a town.
Translations
In android, you typically put all your strings in an xml resource file. Some of my generated text dialogues are hard-coded though. I'll try and move more of those into the xml file so they can be translated too. The buttons at the top will be more annoying to support translations for.
Here are the countries with the most users: US, UK, Canada (all english) then Germany, Netherlands, France, Sweden, Denmark (order not exact.) I'll try and do a french translation as an example.
For those willing to help, I'll make it really quick and easy. Send me an email at [email protected] and I'll get you set up.
Debugging
About dumping debug info, the easiest way is for you to describe exactly what you did. Include the stage of the game; is it the first turn? where are you in the turn order? how many ai players? what buttons did you click? did you rotate the screen half way through?
If it crashes or hangs, the best way to help me is to give me a stack trace. If you're using the market version, there's a button to submit it automatically. Add a message telling me what was going on in case I can't guess. So far the only person who added a comment just said "the game crashed again."
If you get to a point you don't think is right, you can try to produce a stack trace showing that too. This is a bit tricky though since it actually needs to be in a point in my code, rather than android runtime. The procedure is to run "adb shell" then kill the application (use "ps" to get the PID, then "kill -9 PID_NUMBER") then check "adb logcat" and send me the stack trace if it's useful (check for class names within com.settlers.) If this doesn't make sense, don't worry about it.
Thanks!
Going to give this a go, catan is a very addictive game, kudos for bringing it to Android!
yeah i like your detailed answer! going to reply at the end of the week - massive pile of work to take care of.
in the meantime - i'd like to do the german translation, PM/post instructions so i can proceed! sent you an email
love your game

[GAME] Iron Soldiers, the begining !

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/!\ Important
This game HAS BEEN STOLEN by an other developer.
I just published a new version of the game and desactivate the actual version (you can't make fights or add contact anymore).
Please update from the link below to have the new version.
Sorry for inconvenience.
He unpublished the game from his account but androlib already referenced it. So I may have to change the name of the game.
Today I would like to share my last 6 month of developpement !
This new game mixes arcade, strategy and social.
This game is about Building, Teaching, Training and Betting on your Iron Soldier
You customise whats on your iron soldier, you choose what to teach him and choose how he fights...
Its only the first test of several and there is content missing but we need your help to improve this game, there is information in the game missing but i would to know if you can understand the interface and concept of the game we have created so far
You can find the APK file here :
http://vuxia.com/ironsoldiers.apk
After the creation of your robot, you could go in the account tab and change the group from "beginners" to "XDA", so we could make the first XDA team
This game is free and will integrate some paid content soon (like new weapons, credits) But for everybody who helps test this beta version,
I will remember you and give you the paid content for free
The first tournament is scheduled on Saturday, at noon, in London.
Enjoy and leave comments !
Things I would like your opinions on :
Do you think I should ask the email at the account creation ?
It could be used to send email notifications of finised challenges.
Every update will be done by replacing the apk by a newer, with the same name on my server.
I will notify here, by editing this first post.
Day 1 (6 december)
2613 views of this post (Wow !)
375 accounts created !
98 bug reports... gulps
Points to improve :
-98 bugfix
-game play of the mini games
-contact finder to improve
-the player don't know yet wich robot he is in the fight (I will make 2 colors, put the avatars...)
Later
-extend the game by adding more battle fields and weapon
-improve artificial intelligence
Day 3 (8 december)
57984 views of this post (!)
751 accounts created !
so much bug reports...
I updated the game on the server !
Here is the changelog :
- contact finder improved, but the next week if will be much better
- the tab bar icon at the bottom of the main screen works better
- new notifications available : updates of the game, missing email, missing avatar can be notified
- loading of a fight (test tactic, minifight, challenge) don't stop anymore at 60%, so you should not have problem anymore
- update button on the minifight, challenge and tournament screen in the title bar
- fight improved : the robots have colors (red and blue), you see your avatar here so now you know who you are
- lot of bugfix for more stability
Day 6 (11 december)
10 072 views of this post
1300 accounts created !
1350 fights
New update
For the last time, you will have something to do to keep using your account. After it will be automatic.
You can update from the link on this thread.
Once updated, open the game and click "transfer my account..."
In the new page, in the "Second step", type your old nickname as password and it will work
Sorry for this process, I developped a solution so the next time you will not have to do it again.
Here is the changelog :
-bug fixed (but not all, sorry, and thank you for your reports!)
-some countries added to the list
-credits are updated automatically after a challenge and displayed on the phone
-I'm curious to know how it work on BIG screens, I worked on the compatibility for tablets
-more notifications availables : I can send you notifications for votes. So I can ask you a question and by clicking "yes" or "no" I can see the trend of the community.
You will have notifications also for updates and a direct link to download.
- contacts : you can find friends easier, look for new peoples, most active peoples... and for each of them you have : their number of fights and the last time they played.
So you will not challenge anymore a guy who created an account just for 10 minutes.
-we created more battlefield. they will be available tomorow and you will not have to do anything to see them.
-I'm still working on artificial intelligence and a lot of stuff so... be patient. The work is not over !
I read every reply of this thread, I glad you like it
Day 29 (4 january)
19 550 view of this post
2550 accounts created
And, yesterday the game has been stolen
A thief, took the apk, replaced the signature (this is actualy not too hard), and put the game on the market under his name, as a paid app !
I had to desactivate the actual version because of that. In the actual version, you will have a notification saying that you have to update. You can't create nor answer a fight, and can't add contact anymore.
In uploaded a new version on my server (0.9.4), it's registered on the google market, but not visible. So this guy will not be able to steal a second time the apk.
To avoid misunderstanding, the actual name (iron soldiers) will be replaced for the official launch.
Anyway, the version 0.9.4 does correct a lot a bugs and I hope it will work better on your phones
Every update will be done by replacing the apk by a newer, with the same name on my server.
I will notify here, by editing this first post.
Thank you everybody
Sounds like an awesome idea for a game. Grabbing it now, will definitely leave you feedback
Sent from my Desire HD with LeeDrOiD HD loaded goodness
Actually I would like to improve the artificial intelligence part.
I want to do something more graphic, step by step, and easy.
I have an idea... I should do it this week
Guys, how would you see it ?
Oh looks interesting, gonna try it now..
Sent via destiny's stargate using my DHD...
Downloaded and installed will try it when i've finshed work it looks sweet
Sent from my Desire HD using XDA App
Merged both of your threads and placed it under Android Apps and Games.
Been trying and has potential to be pretty cool.
incredible rooted with latest CM nightly, s-off
Nice game.
so i have played it but it has crashed on me three times
set my tactics and done a simulation version.
one thing maybe i have slow reflexes but its pretty hard to get a high score in shoot reflex?
seems a prettly interesting game though.
have not played against anyone but i have sent a challenge so i am waiting to see how i stand up against one of the creators hehe!
@Sunjhoon
You dismissed my challenge !
The crashes you had are very interesting for me. Don't forget to send me automatic reports.
I will see them tomorow at work and fix them.
cyberniko said:
@Sunjhoon
You dismissed my challenge !
The crashes you had are very interesting for me. Don't forget to send me automatic reports.
I will see them tomorow at work and fix them.
Click to expand...
Click to collapse
Sorry i thought the challenge was for now but i read its for the saturday right?
i won't be in the country however if you fancy a challenge now then game on !
I also tested the game, and it looks fun. The graphics are nice, the GUI is good.
However, the short games to train the robot are a bit boring.
It's impossible to get scores higher than 700 in the reflex game without luck. The time frame is too narrow. Better increase the time frame and let the target appear on random places.
The concept is pretty nice, but the possibilities get very fast very limited.
However, it's in the beginning, so you'll probably add a lot of additional gadgets and items in the future.
But I also have to agree, it's very unstable, and crashes very often.
UpSpin said:
I also tested the game, and it looks fun. The graphics are nice, the GUI is good.
However, the short games to train the robot are a bit boring.
It's impossible to get scores higher than 700 in the reflex game without luck. The time frame is too narrow. Better increase the time frame and let the target appear on random places.
The concept is pretty nice, but the possibilities get very fast very limited.
However, it's in the beginning, so you'll probably add a lot of additional gadgets and items in the future.
But I also have to agree, it's very unstable, and crashes very often.
Click to expand...
Click to collapse
I think what you said is spot on
I have to agree on the reflex part it was pure chance that i got over 700.
I think that as it is a new game a lot of the options are limited currently as they are currently in development but it is an interesting game and the i have enjoyed playing it so far
One thing i will mention though is that i do like the fact that you have to choose a form of strategy to play. it will interesting when/if more people play how your own strategy works against others.
@UpSpin and Sunjhoon
Thank you for your constructive feedback.
This game is limited right now because it's only a frame. After you will have weapons, goodies, more battlefields...
I have a ton of idea like :
- a magnetic bomb who paralize the ennemy 5 secs, so he is vulnerable to anything
- an oil bomb... so the ennemy loose control
- a nuclear bomb who make both of the player loosing 20 health points
....
(if you have some ideas, you can share )
But I need time to do it and first, I have to get rid of the bugs (and it's a pretty hard challenge for me !).
just downloaded the apk. i am going to check it out, looks promissing. keep up the hard work
I just downloaded too. I will send reports.
If you have a problem talk to my butt. Cause he is the only one that gives a crap!
OK. I just downloaded this and Im installing now. My username is the same as my name here. Sk17z0 (thats a zero)
I downloaded and will try it out later and my name will be the same as this one
If you want to see a lot of people, go in the contact section,
+ add a contact
change "nickname" to "group"
type beginner
search
because by default everybody is in this group.
It's 1am for me now. Tomorow morning I will update the game and fix some bugs !
See you guys
ill post feedback also, android needs some cool games
besdies angry birds

[Word Game] Le God of Words

Released a new word game.
Waiting for feedback....
Get it here:
https://market.android.com/details?id=in.hyprgeek.legodofwords
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STATUTORY WARNING: Highly Addictive!
The Word Game with high quality gameplay and graphics,
challenging to even the most elite players out there...
Can you complete the challenge & become Le God of Words?
Scrambler Mode:
Unscramble the anagram before the time runs out in the timed mode, or go through your own pace in the standard mode.
Gets meaning automatically after a certain time, but beware, the timer keeps ticking while you read the meaning.
***Saves progress automatically in timed mode, after solving a word***
More than 16000 words, all legit, none of it imaginary, from 6-letter words upto 22-letter words.
In the timed mode, for every specific time the game is started, none of the words will ever be repeated.
In the standard mode, the words will never ever be repeated.
Classic Mode (Coming Soon):
Form words with letters and get points. Get a minimum score or unjumble the specific word to move to the next level.
Genuine & Non-repeating as in the scrambler mode.
Begin from 6-letter words and unlock upto 21-letter words.
Beautiful and more importantly, usable graphics, having specific purpose in the game.
Includes Global HighScores and Achievements by OpenFeint.
Coming Soon:
Classic Mode,
Support for more languages.
Click to expand...
Click to collapse
Update v1.3
Changed difficulty to progressive,
now unscramble a specific number of words to unlock longer words.
Upcoming Change:
OpenFeint Achievements
Looks like my kind of game!
I'm definitely going to try this out.
Installing now, looks good. Will give it a go and give feedback.
Eagerly Waiting for feedback...
HyprGeek said:
Eagerly Waiting for feedback...
Click to expand...
Click to collapse
cool game bro. really enjoying it.
Wow, it's pretty difficult. Got LAPPAL to start and it's been driving me nuts!
I think you could work on a better icon for the app, perhaps a more consistent design for the app overall. I noticed that when you start a game it requires you to press 'next' to start. Perhaps you could replace this with 'Start' and make it shift to 'Next' after the game starts.
Also, most importantly, when you hit back a couple times it displays your little 'Looks like someone is a quitter' addition, but then fails to actually quit. Makes it seem like this is a malicious app designed to stay in the background and eat your battery. I recommend you make this a priority.
Otherwise, it's got some potential!
Possible errors, or, intentional?
Love this kind of game.
Found 2 possible errors so far: 1) "sprout" not accepted but "stupor" was (both can be made from same set of letters). 2) "bursty" accepted as a word. I know it is used, but it is not an accepted word in dictionaries I've referenced.
Also, "poster" not accepted when "presto" is. And "roasts" not accepted but "assort" is. If this is an intentional part of the game, then it needs to say "ok that fits but it's not the word I'm thinking of" or something like that.
More: "remain" and "marine" not accepted, but "airmen" is.
Animations could be quicker too, IMHO - having to wait for letters to go up into the sky.
My feedback:
The shuffle button takes <i>forever</i> to reset so that I can press it again. Perhaps this is by design, but the time is extremely slow.
Shuffle should also do reset so that it takes all the letters out of the already entered ones.
Clicking a letter that has already been selected (moved to top row) should cancel that letter, at least for the last letter in the word.
Besides those few complaints, the game is really good and I look forward to spending more time with it.
<i>Edit:</i>
Just noticed this, when looking at the definition hint, time is still taken away but the timer is not animated and when you resume the game, the timer will jump to something much lower.
cool game bro. really enjoying it.
Click to expand...
Click to collapse
Thanks a lot Will get the classic mode finished asap!
k4p741nkrunch said:
Wow, it's pretty difficult. Got LAPPAL to start and it's been driving me nuts!
I think you could work on a better icon for the app, perhaps a more consistent design for the app overall. I noticed that when you start a game it requires you to press 'next' to start. Perhaps you could replace this with 'Start' and make it shift to 'Next' after the game starts.
Also, most importantly, when you hit back a couple times it displays your little 'Looks like someone is a quitter' addition, but then fails to actually quit. Makes it seem like this is a malicious app designed to stay in the background and eat your battery. I recommend you make this a priority.
Otherwise, it's got some potential!
Click to expand...
Click to collapse
Hey thanks, yeah maybe ill replace the next button with start.
About the back button, if u hit back in the quit screen, you'll go back to the main menu. Need to select one of the faces maybe i'll change the design to make them look like buttons
Love this kind of game.
Found 2 possible errors so far: 1) "sprout" not accepted but "stupor" was (both can be made from same set of letters). 2) "bursty" accepted as a word. I know it is used, but it is not an accepted word in dictionaries I've referenced.
Also, "poster" not accepted when "presto" is. And "roasts" not accepted but "assort" is. If this is an intentional part of the game, then it needs to say "ok that fits but it's not the word I'm thinking of" or something like that.
More: "remain" and "marine" not accepted, but "airmen" is.
Animations could be quicker too, IMHO - having to wait for letters to go up into the sky.
Click to expand...
Click to collapse
yeah, there can be multiple words, I'll just change to add a message if the word is correct but not the required one, anyways, you can check the meaning by tapping on the moon in standard as well as timed mode, so you know what the required word means.
and about 'bursty', it is a word in oxford dictionary
plus you dont need to wait for the letter to "go up in the sky" ...just touch them all as fast as u can and press submit
anyways guess I'll also speed up the animations a bit....Thanks for the feedback
My feedback:
The shuffle button takes <i>forever</i> to reset so that I can press it again. Perhaps this is by design, but the time is extremely slow.
Shuffle should also do reset so that it takes all the letters out of the already entered ones.
Clicking a letter that has already been selected (moved to top row) should cancel that letter, at least for the last letter in the word.
Besides those few complaints, the game is really good and I look forward to spending more time with it.
<i>Edit:</i>
Just noticed this, when looking at the definition hint, time is still taken away but the timer is not animated and when you resume the game, the timer will jump to something much lower.
Click to expand...
Click to collapse
hehe, yeah the shuffle button is designed like that, so that u dont get the correct word by constantly shuffling , maybe i'll reduce the time by 1 sec
yeah, it used to reset earlier, but i disabled it, that's what reset button is for
I've already added the removal of single letters in the next update.
Yeah, the timer keeps counting down, but doesnt show animation, due to implementation of android's dialogbox, where background app animations are deactivated. ill look into that later.
Thanks again people, for checking out the app and for all of your feedback
v1.4
* Added OpenFeint achievements
* Now you can tap the last letter of the guessed word (top row) to remove it
* Added "tap to remove letter" in instructions screen
* Clouds drift away faster in standard mode
* Sped up the letter animations
* Shuffle button delay reduced a bit
* If you a enter a different but legit word when multiple words are possible, you'll be notified that the word you've entered is not the required one, and will be allowed to check the meaning of the word, if it is not allowed yet.
Waiting for feedback, also the market ratings make me feel the app sucks. kindly rate the app if you like it and are still using it (not uninstalled yet out of frustration on back button/words)
A minor update:
v1.5
* Back button now quits instead of taking back to main menu
* Disabled "unable to submit to OpenFeint" messages, now only submission messages are shown
Looking forward to feedback/ratings
Yes I am. 142 IQ Wordsmith here *blushes* Thanx!
[bows]
v1.6
* Added Sounds
* Use menu button in the menu or while in the game to turn sound off/on
* Some crash fixes
Looking forward to feedback/ratings...
v1.7
* Fixed a major bug where sometimes, OpenFeint achievements were not unlocked
* Added a 'rate the app' button
v1.8
* Added "Give Up" button in Scrambler : Standard Mode
* You can continue after giving up by tapping the next button, no need to go back to main menu
* Added the corresponding change to instructions screen
* Fixed some issues with sound
v1.9
* Added Menu Sounds, changed shuffle button sound
* OpenFeint upgraded to latest version
Detailed one at Le God of Words Update 1.9
As usual, waiting for feedback/ratings/comments
v2.0
* ***New Classic Mode***
* New OpenFeint Leaderboard - Classic : Standard Mode : High Scores
* Added Instructions screen for Classic Mode
* Added message that says how many words you need to solve to unlock next level in Scrambler : Standard Mode
More details, here: http://hyprgeek.blogspot.com/2011/07/le-god-of-words-20.html
v2.1
* Some crash fixes
* Minor Performance Improvements

[APP] [2.2+] [ROOT] Triple Town Editor (preview version) [DON'T UPDATE TRIPLE TOWN!]

Warning: Triple Town version 1.74g(1044) will break the functionality of this app. DON'T UPDATE Triple Town past v1.61!
More details in a post below...
Triple Town Editor
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A must-have app for any die-hard Triple Town player!
"It rocks!"
Someone said
Click to expand...
Click to collapse
"Lets me play the game the way I like – 24/7 and with no down-time."
A hard-core Triple Town fan said
Click to expand...
Click to collapse
"Liberate your game play and make some crazy designs!"
We said
Click to expand...
Click to collapse
​
Triple Town Editor is a highly intuitive, game-like UI for managing Triple Town in-game resources (turns, coins, items) and is also coming with an amazing feature: lets you unleash the architect inside you to arrange the town as you desire!
Oh, wait, you’re new to Triple Town?
Triple Town is a multi-million-downloads, Google Play Editors' Choice, year-2011-awarded puzzle game created by Spry Fox LLC – a game in which you try to grow a great city!
The game’s so good that you can’t stop playing, which eventually depletes the turns you can use to place new stuff in your city. "Fortunately", this frustrating setback can be solved with simple in-app purchase(s).
Or, if you’re on a rooted device, you can change the preferences file the game is using to store the game state data and you can easily replenish the turns (and other resources) yourself.
Well, you can do it like that – old-school, VIM-way – or you can do it with few taps and in style.
Cue Triple Town Editor, app that helps Android smartphone owners with root permissions easily change the saved game state of their Triple Town.
Just watch it in action and decide for yourself:
As you’ve seen, with Triple Town Editor you don’t have to worry with fiddling through a text editor. The game values already accessible to you are easily updated with few taps through the apps intuitive UI.
Even though Triple Town Editor is just acting as a "visual editor" for the root user who can do everything the app does with just a simple text editor, this doesn't mean that the convenience the app brings should in any way derail you from your path of supporting the development of the Triple Town game by means of their in-app payments, should you choose to do so.
Download:
latest APK​
YOUR FEEDBACK IS GREATLY APPRECIATED!​
A few more notes...
! Requires ROOT !
The app won't work if the device is not rooted or if you don't give app the root permissions.
! Requires Triple Town !
Won't work without Triple Town installed and at least once played past the in-game tutorial.
! This is a PREVIEW version !
Although the delivered functionality is completely operational (and all its circuits are functioning perfectly ) and successfully tested on several devices, you can expect:
not fully polished UI,
(non-optional) feedback forms,
anonymous usage collecting,
that any changes done in Town Planner feature (see description below) won't be saved,
English localization only,
known supported Triple Town versions: 1.21, 1.34, 1.58, 1.61
Known limitations:
Triple Town Editor is not compatible with Triple Town version 1.74 (currently newest) --> don't update Triple Town past v1.61! (for now)
Town Planner: what's on stash is not displayed + can't place anything there --> will be fixed
Town Planner: currently supported maps: only Standard --> will be fixed
Town Planner: drag-and-drop is not supported on Gingerbread and older Android versions (pre API11), but there's a "touch-touch" replacement interface,
Town Planner: the feature is available as preview-only, which means any changes made to Triple Town layout will NOT be saved. In release version, it will be possible to unlock the full functionality of the Town Planner.
Found error(s)?
Please notify us about bugs in this thread or via PM. It guarantees quick and focused response and thus quicker resolution. On the other hand, if posted under Ratings on Play Store, the eventual problem would probably be left unnoticed, leaving you with the problem unsolved.
Copyright Notice:
Triple Town is a trademark of Spry Fox LLC.
All images representing items from Triple Town were re-created by Dream of Electric Sheep and are trademark of Spry Fox LLC.
Dream of Electric Sheep is in no way affiliated with Spry Fox LLC.
Disclaimer:
Triple Town Editor requires root permissions. Giving an application root permissions could lead to game data corruption, loss of game progress, damage to your device and so on. ! USE AT YOUR OWN RISK !
Changelog
Changelog:
Version 0.9.4 (08.11.2012)
• added "What's New" dialog
• added notification regarding incompatibility with Triple Town v1.74
Version 0.9.3 (01.11.2012)
• fix: in special cases Triple Town configuration was not correctly loaded
• optimization: faster initial loading of configuration
• minor fix: initial check sometimes caused error message to be delayed
• improvement: handling of newline characters in notifications
Version 0.9.2 (30.10.2012)
• minor bugfixes
Version 0.9.1 (28.10.2012)
• initial release
works great
A quick test shows it works great!
Time to brush up my skills and waste few more days on that great game
Will let you know if I find out any problems.
VipSaran said:
A quick test shows it works great!
Time to brush up my skills and waste few more days on that great game
Will let you know if I find out any problems.
Click to expand...
Click to collapse
Thanks. We're eager to get any kind of feedback, even bug reports
Great
Thanks great app, just what I needed.
Tested on Galaxy S i9000 (CM 10).
tablet-friendly
First time I installed Triple Town I was glued to the screen -- the gameplay just captured me! I have played for hours until I realized I was out of turns
Then I went "What? I have to wait like a day or pay to fill my turns immediately to get my fix?" :crying:
Well, I haven’t played Triple Town for a long time, but now there's no stopping me!
Thanks for the app!! :good:
btw. Works and looks great on Google Nexus 7 ^^
agota5 said:
Thanks great app, just what I needed.
Tested on Galaxy S i9000 (CM 10).
Click to expand...
Click to collapse
As you probably know, it's just not possible to test an app on all available devices, so emulators take their turns instead. That's why this kind of feedback is invaluable for us. Thanks!
Keep it coming
Is this not similar to piracy? You are effectively allowing people to play a paid game for free... This shouldn't be allowed on XDA.
0.9.2 released
New version (0.9.2) with minor bugfixes is uploaded to Play Store.
(hint: from now on, you can watch the second post for version changes)
Thanks for reporting the issues!
I "tested" the app a bit more and there are no bugs so far (which is a great thing for a preview version imo), though one thing's been nagging me and I must ask -- how come there's no save button?
saving
VipSaran said:
I "tested" the app a bit more and there are no bugs so far (which is a great thing for a preview version imo), though one thing's been nagging me and I must ask -- how come there's no save button?
Click to expand...
Click to collapse
Anecdotally, we had the save button in our initial version of the app, but one of our other aps (m-parking) got a spotlight in The App Clinic (video link) and in the very first episode of Android Design in Action (video link) and based on those feedbacks we decided to better comply to (newest) platform design guidelines and to handle Save like this:
- back saves changes
- up saves changes
- additional "discard changes" action menu item
This should be the way how all non-terminal and non-world-affecting changes are persisted.
A nice and welcome addition is what Gmail does --> offering an Undo operation in form of a toast-like notification afterwards.
Hope this answers your question
[ANNOUNCEMENT] To Devs, please read
stylez said:
[ANNOUNCEMENT] To Devs, please read
Click to expand...
Click to collapse
Thanks for the hint.
The subject is updated now.
0.9.3 released
Triple Town Editor is updated. The new version (0.9.3) is on Play Store and it has several updates/improvements worthy of downloading:
fix: in special cases Triple Town configuration was not correctly loaded
optimization: faster initial loading of configuration
minor fix: initial check sometimes caused error message to be delayed
improvement: handling of newline characters in notifications
Thanks for reporting the issues!
no drag and drop?
i've tried the app and looks good
town setup feature is great, tho drag&drop like on youtube isn't working for me
HardwareKing said:
i've tried the app and looks good
town setup feature is great, tho drag&drop like on youtube isn't working for me
Click to expand...
Click to collapse
Sorry to hear you got confused
It was posted in the original post:
Known limitations:
Town Planner: drag-and-drop is not supported on Gingerbread and older Android versions (pre API11), but there's a "touch-touch" replacement interface,
Click to expand...
Click to collapse
Although, there's much text so it can be easily missed.
Unfortunately, to my extent of Android platform knowledge, drag&drop is not possible for pre-HoneyComb devices.
Invitation to developers: if I'm wrong, I'd be glad to stand corrected, so freely propose how can dnd behavior be implemented on pre-API11.
thanks for the hint
it would be great to use that...
First off, love the look of the app and that it's like you're almost in Triple Town.
Secondly, (which is actually more important) I could not break the app! That's the thing I do with apps
This one just didn't give in, but I won't stop trying
Lastly, when will the preview period end? I'd really like to be able to move stuff around in the town. Like, sometimes one undo is just not enough :crying: So, when'll this Town Planner be really available??
Thumbs up, keep up the good work! :good:
Plavalaguna said:
First off, love the look of the app and that it's like you're almost in Triple Town.
Click to expand...
Click to collapse
Thanks, that was our aim ^^
Plavalaguna said:
Secondly, (which is actually more important) I could not break the app! That's the thing I do with apps
This one just didn't give in, but I won't stop trying
Click to expand...
Click to collapse
Mkaay, just don't try TOO hard, please
Plavalaguna said:
Lastly, when will the preview period end? I'd really like to be able to move stuff around in the town. Like, sometimes one undo is just not enough :crying: So, when'll this Town Planner be really available??
Click to expand...
Click to collapse
Well, the current plan is to get as much feedback as possible in these two aspects:
- direction our new users would like for the app to go (i.e. should we focus on extending map support, or Town Planner cool features like social sharing, or something other),
- errors and shortcomings that need ironing out.
When we get enough data, let's say after a month has passed or app is installed by 2K+ users, we'll be able to decide about the focus for the release version (and if and how will the Town Planner feature be included).
Hope that answers your question.
Plavalaguna said:
Thumbs up, keep up the good work! :good:
Click to expand...
Click to collapse
Thanks. Spread the word!
history?
Is there a possibility to get some kind of a "history" or "backup" feature implemented?
Like to have a list of few last game states to choose from. Something like savegames...

[OPEN-BETA] LetterWars

Hey everyone,
thanks again to all the closed beta testers!
It's finally there: the open beta is in the Play Store:
https://play.google.com/store/apps/details?id=de.goddchen.android.letterwars
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Keep testing, playing and post feedback here
I'm looking forward to play with you!
Goddchen
v0.9 Changelog:
directly open game when clicked on notification
play move submitted sound when game field is open and opponent submitted
generate higher resolution thumbnails
fix updating games in local database
fix a typo
make sure that google services are available before enabling GCM
show game field thumbnail in game adapter
add option to hide zero point players on leaderboard
new notification icon
properly update game stats on finished/dead games
v0.10 Changelog:
don't allow to select the same color for both players
disable negative points
add color chooser preferences
fix FC when trying to submit an empty move
correctly refresh view when denying a challenge
fixed typo
use player nicknames in notification texts
refactor player cache
fix possible NPE in profile screen
v0.11
add possibility to directly challenge someone from the leaderboard
add AppBrain AppLift SDK
add a notification if you haven't player for a long time
update help
v0.12:
check for player infos before sending challenge
fixed possible NPE
send a challenge from the game screen
add hint to report dialog input
update db structure
add player reporting feature
add AppLift banner support
reduce launch notification interval
v0.13:
Ask if unknown word should be submitted for review
v0.14:
remove zero point checkbox
drastically optimize performance of online games updating
fix main activity loaders (signup)
properly update leaderboard profile header onResume()
refactor profile screen
improve leaderboard loaders and orientation change handling
enable fast scroll on leaderboard listview
properly initialize loaders in MainActivity
fixes for fragments
don't log unknown words directly since we added the dialog
v0.15:
add add-friend feature to leaderboard
bind and restore your account with/from your Google account
optimized friend list UI
added invite screen
friend list screen
v0.16:
integrate HelpShift support
do not open a game directly from notification since it's still buggy
fix NPE in submit move loader
update player cache more frequently
optimize player cache
new stat: games created today
v0.17:
fix remove ads dialog display
fix possible FC when sending feedback email
fix possible NPE
add an IAP for removing the ads
add helpshift notification
show crash dialog when app crashed last time
add chat feature
optimized drag n drop rearrangement logic
rearrange current word with drag n drop
fix max move icon size calculation
apply color to move fields + auto resize when move row is full
hide field while dragging
add drag n drop
new heyzap sdk
Loving this game
However I have seen some problems, where the person who starts will usually have the advantage as they start first, 8/10 times if I start I will win.
A possible fix would maybe add rounds. Where the winner will be the one with the most points at the end of the round.
Another problem is the lacking ability to delete opened games, some people never play the game so it just adds up.
And thirdly the game seems to stop responding when the screen switches off so the game needs to be restarted to see the updates.
A suggestion maybe to have cross compatibility with iOS (I don't know if it does).
Another suggestion would to maybe implement a difficulty setting where you have easy/normal/hard.
Love the new idea for a game. Its like wordsearch with friends lol. I like the name.
If the ability to shuffle or randomize the letters with a button press or shake or some way would be terrific! Also the game does seem to have trouble/lag updating games and so far my 'past opponents' page never loads
Sent from my SPH-L900 using xda app-developers app
SevenD2 said:
Loving this game
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great
However I have seen some problems, where the person who starts will usually have the advantage as they start first, 8/10 times if I start I will win.
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That's something that I have not observed myself, but that I have thought about in the past, too. Maybe it would be a good idea to randomize which player has the first move. What do you think?
A possible fix would maybe add rounds. Where the winner will be the one with the most points at the end of the round.
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I don't understand that round concept. Could you explain again please? Is one round equal to one move from each player?
Another problem is the lacking ability to delete opened games, some people never play the game so it just adds up.
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I hear that from many players. That's why I had first put the answer in the help dialog. But not many people seem to read it So I have also put a seperate item for this in the FAQs. But obviously you didn't come over this, too
I have a script running once every week. It will end all open games that are older then 1 week. Points will be awarded as if the game would have ended normally, so you won't loose any of your progress in that game. So this "adding up" shouldn't be happening. The open games that are older then 1 week should be ended from time to time. Could you please check that?
And thirdly the game seems to stop responding when the screen switches off so the game needs to be restarted to see the updates.
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Can you hint me to how to reproduce this? Do you refer to the main screen or the game screen?
A suggestion maybe to have cross compatibility with iOS (I don't know if it does).
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Click to collapse
I don't have an iOS version.
Another suggestion would to maybe implement a difficulty setting where you have easy/normal/hard.
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Click to collapse
Difficulty would be set by using harder/easier letter combinations?
Thanks for your constructive feedback!
Goddchen
xFilthyxJesusx said:
If the ability to shuffle or randomize the letters with a button press or shake or some way would be terrific!
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When do you want to randomize the letters? Before the first move is made?
Also the game does seem to have trouble/lag updating games and so far my 'past opponents' page never loads
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That is very strange. Could you possibly capture a logcat of when you open the friend list / past opponents screen?
Goddchen
Goddchen said:
That's something that I have not observed myself, but that I have thought about in the past, too. Maybe it would be a good idea to randomize which player has the first move. What do you think?
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With the ''Rounds concept'' I think it won't matter.
I don't understand that round concept. Could you explain again please? Is one round equal to one move from each player?
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Yes. I think that way the game will be more balanced.
I hear that from many players. That's why I had first put the answer in the help dialog. But not many people seem to read it So I have also put a seperate item for this in the FAQs. But obviously you didn't come over this, too
I have a script running once every week. It will end all open games that are older then 1 week. Points will be awarded as if the game would have ended normally, so you won't loose any of your progress in that game. So this "adding up" shouldn't be happening. The open games that are older then 1 week should be ended from time to time. Could you please check that?
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I've only been playing for a few days but I'll reply if the games do get deleted after some time.
Can you hint me to how to reproduce this? Do you refer to the main screen or the game screen?
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When the phone screen sleeps due to inactivity with the game still running, the game will not refresh even though I've been notified of a new move. I will usually just restart the app and it'll refresh properly
Difficulty would be set by using harder/easier letter combinations?
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Yes
Thanks for your constructive feedback!
Goddchen
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Nice game, very fun to play.
Did you make it from scratch ? or did you use an existing framwork / API ?
What a cool game!
MangeCailloux said:
Nice game, very fun to play.
Did you make it from scratch ? or did you use an existing framwork / API ?
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Thanks
I did it completely from scratch since I didn't find any framework / API that did all of the things that I needed. So it was out of question to do it from scratch.
Normally I do server-stuff with AppEngine, but for a game like this with so many write requests, the costs would be immense. So I chose to go with my own root server and using a MySQL + PHP solution... Works great so far
Btw: I could need some help with approving the submitted unknown words, if anyone wants to help, simply reply here or send me a PM
Goddchen
Goddchen said:
When do you want to randomize the letters? Before the first move is made?
Well at any time. So when you are looking at the game board and you have been staring at the same arrangment of letters you can shake the phone and it will scramble and rearrange the letters. Would it have to scramble for both players since we are both using the same game board it seems?
That is very strange. Could you possibly capture a logcat of when you open the friend list / past opponents screen?
Goddchen
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Interestingly it is no longer occuring. Past opponent s now shows up without a hitch.
Sent from my SPH-L900 using xda app-developers app
I observe that the chat does not notify in at all. And with a couple of friends they recieve my messages but I do not recieve theirs (confirmed via texting)
xFilthyxJesusx said:
I observe that the chat does not notify in at all. And with a couple of friends they recieve my messages but I do not recieve theirs (confirmed via texting)
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That's odd. I have already implemented some approvements to the chat feature (like an icon that indicates unread chat messages). Do the other push notifications work for you? I'm just asking because chat messages are also pushed via Google Cloud Messaging and are only stored locally, not on the server. So, if GCM doesn't work for you, nor will the chat feature (sending will work though, just receiving won't).

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