My first game for Android - which happens to also be one of the very first releases ever my brother and me did in 1993 on the Atari ST - is released as a first 25 level ad version ...
Next update will be upgraded touch controls which make the hero move where you clicked instead of just one field. Also calibration of tilt-control is missing at the moment.
I would love to read get some more feedback (especially from hardware other than my Magic) than just the meaningless 1 star ratings I got from the market Thank you,
Michael
_miha_ said:
My first game for Android - which happens to also be one of the very first releases ever my brother and me did in 1993 on the Atari ST - is released as a first 25 level ad version ...
Next update will be upgraded touch controls which make the hero move where you clicked instead of just one field. Also calibration of tilt-control is missing at the moment.
I would love to read get some more feedback (especially from hardware other than my Magic) than just the meaningless 1 star ratings I got from the market Thank you,
Michael
Click to expand...
Click to collapse
I love Chip's Challenge! Downloading now, installing in a moment. Will certainly give you some feedback afterwards!
So some feedback...
The character moves around the levels much to slowly, speed the movement up a little?
For larger levels, maybe implement pinch and zoom to see the full level?
If you look at Chip's Challenge (CC) and then at your game, you don't quite understand what to do. That might not sound right so let me explain a little better. CC was 2D and had very simple objects in the game, i.e. colored keys for colored doors. In your game, I saw a couple objects that I went over and they didn't seem to do anything. In CC if you stepped on a switch, the switch didn't disappear, it just darkened like you had pressed it in (other games did this too, like Duke Nukem and DOOM)
The whole color scheme of the game is kinda dark, maybe lighten it up a bit?
So disregard anything you feel like. I'm not sure if your intention is to clone Chip's Challenge or where you're going with this app. But I like it and it seems to be on the right track.
Little update
Still no real fix for the performance problems on large screen devices. Higher resolution seems to be slower than low when using drawBitmap instead of OpenGL.
miztaken1312 thank you very much for your feedback!
I am not trying to do clone chips challenge - just the idea is somewhat similar.
>The character moves around the levels much to slowly, speed the movement up a little?
Looks like this is a performance problem - the game is not really slow on my device. What hardware do you have? Seems to be slow on Droid, Samsung Galaxy/Tab, ...
>For larger levels, maybe implement pinch and zoom to see the full level?
There is an extra item (sparsly used in the levels) - the map which does that
But hiding some parts is a wanted part of the gameplay at the moment.
I think you are right that one should be able to identify an already pressed switch! But a problem is that switches in my game can be pressed again to invert their effect.
Thank you again for your comments! I get very little feedback and have this bad performance problem which I think I have to fix first to make the game/player run as fast as it should!
Michael
Fixed version in Market now!
Gameplay is no longer depending on framerate. So running around should be much faster now on slow devices (the ones with highres displays).
Related
I've been holding off on posting about this here until now because there was nothing really ready to be shown off anywhere outside my buzz account. Well, it's still nowhere near ready for prime time(it's not even really a game yet and crashes horribly on the Droid) but I think I have enough to at least show off where I am in development.
Without further ado, this is Cellulon: Attack of the Virii. It will be a 2-d platformer with 3d elements(the models and such will be in 3d, just no 3d movement) for the android platform. The idea is that you play as a citizen of Cellulon, a civilization of single celled creatures. The planet is attacked by an alien race called the Virii, basically a race of viruses who are bent on taking over. You work your way through stages trying to stop the Virii and save your planet. I'm planning on having upgrades where you can pick up pieces of RNA and drop them in a representation of the nucleus that will be in the lower right corner, and allow you to various new things like floating upwards, shooting needles, climb walls, etc.
I'll also likely release a level builder where 3rd parties can create and distribute their own custom levels.
Anyway, this is still under heavy production(nowhere near test ready) but I'll throw up some screenshots here(to be updated time to time) of where I am currently. The first screenshot here is of the game so far running on my Nexus One, and the second is a screenshot of the PC-side level creator running in ubuntu.
Just put up a video with my progress as of today(now has a bit better of a model for the cell with better animations and better collision detection): http://www.youtube.com/watch?v=Gb8XQVHH_Rc
This is still very early in the development stages, only has two levels, and no enemies. Nevertheless, it's a fairly difficult level and is bug free enough to let everyone play with it. The controls are pretty straight forward. Hold phone in landscape mode, tilt left to go left and right to go right. Press trackball or menu to jump(dpad center on the droid). Try to reach the far right side of the level to win(it will pop up a little banner saying "You Win!". Fall to your death and you lose. Either will require you to press back to quit and restart the level to continue playing(from the beginning).
Update: Now has a 3rd level featuring enemies. Getting hit 3 times by the enemies will result in a loss. Kill the enemies by slamming down onto them, by jumping over one and then swiping down on the screen. Getting hit or hitting an enemy will make you bounce off of it.
Also, everyone let me know what you think.
I really like the level builder idea, especially if its robust and easy to use...looks promising.
It's viruses, not virii. You've got your Latin wrong.
I've put up another video at http://www.youtube.com/watch?v=jBsCsPbgiII.
For this one, I used a screen capture program for Android, which is unfortunately very slow(thus the really slow refresh rate). Nevertheless, I'm hoping this can give somewhat of a representation of what my new refraction effect looks like. I'm quite proud of it, and plan for the main character to look very close to what's shown in the video(depending on the background, of course)
Lookin' good man. Kind of reminds me of a cross between master blaster and sonic the hedgehog 3 (when you'd get the water bubble and bounce around). lol
Hate to bump my own thread, but I have a fairly good reason. I have put up a test version of the game(it's still in really early development and is just one level with no bad guys) for everyone to play with. Read the first post to see details on controls/errata. Enjoy!
grainysand said:
It's viruses, not virii. You've got your Latin wrong.
Click to expand...
Click to collapse
Actually he said they were a race of viruses called the Virii
New version is up. It's bug free as far as I can tell now.
Another new version up. Now has a menu structure and better jumping.
i always knew u were upto something great lol, great work man
i just played it, and i must say im awaiting the final release,
Great work!
did you use any tutorials you found online, or just playing around with the samples in the sdk?
cool game
did you use any tutorials you found online, or just playing around with the samples in the sdk?
cool game btw
Click to expand...
Click to collapse
Just played around with it and followed sdk examples. Not really any good tutorials on es 2.0
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Sent via the XDA Tapatalk App
yeah thats what I was finding also. I decided to learn how to make android apps before I go into games, maybe it will help me understand better.
New update up. Now has a 3rd level with a new addition: enemies.
nice haha. we need more platformers for android
Version 1.61. On the Market:
https://market.android.com/details?id=magory.memoryowlhd
It's a fun game not only for children:
- you have to find pairs of matching pictures like in memory game,
- there is raising water level (tiles can drown),
- there is physics at works,
- there are birds and fish that can interact with the tiles making it harder,
- on some levels tiles change places,
- some levels have layers, you can also catch stars to make more points,
Actual version is first market release - I hope I won't get a waterfall of bug reports.
It requires OpenGL ES 2.
Credits: most tile pictures are public domain art from openclipart.org, all the rest is by me. I used libgdx with box2d for the physics.
Known bugs: nothing right now, I hope it will stay that way.
It was tested on children and adults.
Changelog:
1.55
- Earth episode now has 19 levels with carnivorous plant and mole
1.50
- Fix for awful bug in reloading levels - sorry about that!
- First 6 levels of new Earth episode with completely new gameplay - you have to move the tiles so they touch!
1.33
- Ice episode has 28 levels now,
- many fixes for older phones (crash on 2.1 is fixed now)
1.25
- 14 level of Ice episode
- Classic levels for those who want more traditional memory game
1.20
- 7 levels of Ice episode,
- new music and graphics for Ice episode,
- some new sound effects,
- revised graphics (mostly new buttons)
1.15 (beta)
- first test levels for Ice episode
1.14 (or sth like that)
- many fixes
- important ad placement fix
1.07 (first Market release)
- minor changes to levels (making them easier),
- some fixes to water and optimisations,
1.04 beta
- many improvements and optimisations for phones
- easier levels (still some might be too hard),
- on easy difficulty setting and in phone version (you can switch in options if your device was wrongly detected) design of some levels is simpler (small tiles were hard to hit on a phone screen),
- massive speed boost on levels with multiple layers of tiles,
- better stability.
1.03 beta
- new levels (many will probably be changed before final release - please write here if some is too hard or to easy),
- difficulty setting (easy, normal, hard), easy should be OK for small children, hard is probably too hard right now
- more pictures,
- optimalisations for phones and slower tablets (you can now select quality - very low, low and normal is for phones, high and HD is for tablets - but HD will work on high end phones too in most cases),
- ads on phones are hidden during play,
- there are lives now on some levels (on all if you select easy mode),
- many more small and big changes.
Hm, no responses? Has anyone tried it? Does it work for you? Is it good or bad? Do you like it?
Graphically it is very clean and fluid.
There's nice touches and twists like the small blue bird who sits waiting to drag a tile out of the water and the changing tiles make it more interesting.
If pitched against a normal tile matching game conceptually this one would win hands down.
My only issue is even I found it difficult later on. Speed and accuracy was killing it for me.
Considering I had downloaded this for my 4yr old Granddaughter, as brainy as she is I'm sure she would have soon become frustrated in not being able to complete the level.
She's coming over tomorrow and I had intended to let her try it out before commenting.
I'll try and get back later in the week.
Beards said:
My only issue is even I found it difficult later on. Speed and accuracy was killing it for me.
Considering I had downloaded this for my 4yr old Granddaughter, as brainy as she is I'm sure she would have soon become frustrated in not being able to complete the level.
Click to expand...
Click to collapse
Thanks. The levels are mostly test levels (to test all the options) - I will make first batch easier and make it harder in later levels.
From a 'younger' point of view, that would certainly make it better.
Young minds soon lose interest after the first five minutes and the trick is to keep them attentive and wanting more.
By making that first batch easier will certainly help.
I know she will love the graphics and the different game play will test her... Just slow it down a bit and I think it's a winner.
I like this game already...for little kid, I think making it easier is a good idea. if you are aiming for all ages group, can you possibly make an easy mode for children and a challenge mode for adult? Or something like that. Cause if it too easy I'll get bored and if it too hard my kid will get bored lol. Hope that help.
Sent from my Transformer TF101 using xda premium
Thanks! This looks great...I'll try it and give some feedback soon.
On the evo 4g... Framerate is smooth at title and options menu. From the level menu on it becomes slow and slightly choppy. Hope this helps.
Evo 4g
HW version 0004
Thanks. That is really helpful. I'm fighting the speed problems right now - something strange is going on in the select level screen (not much graphics is shown and even Tegra 2 can't generate 50fps - it drops to 44). I'll let you know when new version will be available for testing (the optimisations are a priority now, then I'll design levels). I will also add easy/normal/hard difficulty switcher.
Magnesus said:
Thanks. That is really helpful. I'm fighting the speed problems right now - something strange is going on on the select level screen (not much graphics is shown and even Tegra 2 can't generate 50fps - it drops to 44). I'll let you know when new version will be available for testing (the optimisation are a priority now, then I'll design levels). I will also add easy/normal/hard difficulty switcher.
Click to expand...
Click to collapse
Okay... Bookmarked for when you next post.
Very good game
Tested today with my 2 sons - 5 and 7 years old.
The game is pretty good and very origina.
Very smooth on asus tansformer, very nice graphics, and indeed difficulty is high but ok even for my son of 5 years old.
We finished the 8 levels... and are waiting to get the next ones ;-)
I posted a new version in the first post:
http://forum.xda-developers.com/attachment.php?attachmentid=724573&d=1316455558 (1.0 beta)
Changelog:
- new levels (many will probably be changed before final release - please write here if some is too hard or to easy),
- difficulty setting (easy, normal, hard), easy should be OK for small children, hard is probably too hard right now
- more pictures,
- optimalisations for phones and slower tablets (you can now select quality - very low, low and normal is for phones, high and HD is for tablets - but HD will work on high end phones too in most cases),
- ads on phones are hidden during play,
- there are lives now on some levels (on all if you select easy mode),
- many more small and big changes.
Thanks for testing.
Some levels are still to hard - I will be fixing them soon (especially 16, 17, 20 ... 26).
Will get my granddaughter to test this out this weekend.
I hope it was not too hard for your granddaughter - I fixed some levels and it should be easier know (but still - I may simplify them a little more), especially on easy setting and on phones.
http://a.wieza.iq.pl/media/MemoryOwlHD.apk - here is 1.04 beta version.
Next version will probably be on the Market.
It was tested on LG GT540 and Asus Transformer.
Magnesus said:
I hope it was not too hard for your granddaughter - I fixed some levels and it should be easier know (but still - I may simplify them a little more), especially on easy setting and on phones.
http://a.wieza.iq.pl/media/MemoryOwlHD.apk - here is 1.04 beta version.
Next version will probably be on the Market.
It was tested on LG GT540 and Asus Transformer.
Click to expand...
Click to collapse
Apologies, I forgot to come back and let you know.
Yes, she found it easier and much better.
After I persuaded her not to worry this time about water levels she soon took to the game.
Unfortunately we didn't get enough time to have a good run at the game so this will be done on her next visit this week.
I'll download the new version and see how it compares.
Thanks again... Will let you know.
Rly good game . Keep going Works fine on Asus transformer 3.2 and Xoom 3.1. Nica idea with "moving" blocks
Maybe you should add to game a normal mode memory game ofc with all yours ideas like moving blocks etc? Why? Becouse this is good game and when I end the game ...it would be nice to play it sometimes in normal memory mode for example with 100 cards. In this mode the list of high scores should be added (best score+best time), maybe in future list of best world results like in game "1 to 50"?
Sorry for my english
mibo666 said:
Maybe you should add to game a normal mode memory game ofc with all yours ideas like moving blocks etc? Why? Becouse this is good game and when I end the game ...it would be nice to play it sometimes in normal memory mode for example with 100 cards. In this mode the list of high scores should be added (best score+best time), maybe in future list of best world results like in game "1 to 50"?
Click to expand...
Click to collapse
Thanks for the suggestions. I'll definitly make most of this in the future. I had already the "normal mode" on my list of things to do.
I published the game on the Market today. I hope I won't get flooded with one-star reviews and bug reports. Thanks everyone for testing, you were great!
I also have plans for next episodes:
- Ice: more logical than arcade, penguins eating tiles (yeah and spitting it out with force if you don't find the pair for it in three moves ) and snow owls stealing them,
- Classic - as mibo666 suggested
I also plan on making a new game Baby Owl - very similar but with levels designed for children and education (for example: finding pairs of similar things like nail and hammer or round objects, or letters).
First of all, great job with this. Using on transformer. My 3 yr old son had no trouble with the first two levels. One problem I noticed, the app does not show up in the list of my apps in the market. (Currently can't uninstall.) Any way to fix this?
Also, are you going to release an add free version? I usually don't let my son play with apps that have ads, would prefer to pay for ad-free.
Hi there! I'd like to announce my new game.
https://play.google.com/store/apps/details?id=com.pixeloxygen.internalclock
Gameplay
I find the idea of the game quite unusual, but my opinion might be biased, since its my own game
So, in this game you won’t need to jump, fly, shoot or anything like that. Instead you will need to observe a spinning arrow and understand how fast its spinning. Then, when you’re ready, you need to tap the START button and the arrow will become invisible.
However, it won’t stop and will continue moving. Now, your goal is to predict when to press STOP so that the arrow stopped inside a sector on the circle, which appears right after you push START.
This sounds quite simple, but I find the game quite addictive. Of course the game gets harder each level to keep you entertained!
Also, I guess it should help you training your internal (aka mental) clock, this means playing this game is good for your brain
Screenshoots
* Click to see full size.
Let me know your opinion
I would love to hear your comments, because I have few more similar ideas and want to understand if these types of games are interesting to play to anyone except me!
Thanks for reading!
There was a cool minigame in Alan Wake (PC game) just like this.
Pretty cool man!
Interesting game, the graphics are very clean and straightforward. Easy to play, good job man
Really addictive game. Spent quite some time after installing although initially only wanted to take a quick look!
Good
Thanks everyone for comments! It is really great to get some feedback after working alone on this game!
Enjoyed the game, its actually quite different from existing games which is rare. I do have a few suggestions though
Personally I'd prefer it if the button moved a little faster, felt a little slow paced
The name is very hard to find by searching, although I like the name there are a LOT of apps trying to rank for Ninja
I found it irritating having to start again at level 1 after losing on a higher level
Personally I don't like it when apps disable the back button
Oakwood Games said:
Enjoyed the game, its actually quite different from existing games which is rare. I do have a few suggestions though
Personally I'd prefer it if the button moved a little faster, felt a little slow paced
The name is very hard to find by searching, although I like the name there are a LOT of apps trying to rank for Ninja
I found it irritating having to start again at level 1 after losing on a higher level
Personally I don't like it when apps disable the back button
Click to expand...
Click to collapse
Thanks a lot for such a detailed feedback! I really appreciate this!
I know about the name, but to be honest I don't know if any name will guarantee you any visibility in Google Play, since even by a search query "Time Ninja" my app doesn't show.
I also thought that restarting from the first level might be not the best decision, but I wanted to create a game that is really hard to master, but in the same time you can play in it any amount of time (e.g. while waiting for the bus or standing in line). By the way if you close the game at Level N you won't have to restart when you open it next time. So you don't need to beat as much levels as you can at once. On the other hand, I didn't want that players just beat all levels by randomly pushing the START/STOP buttons, and if you have nothing to lose (i.e. game progress) then you won't try as hard as you can on every level.
However, I might add another play mode in the game where you need to beat levels and current mode will stay as an "endless mode".
Regarding the back button. I'm using cocos2d-x for development and not doing something intentionally (e.g. didn't write any specific code) to block back button. I'll take a look at this. Thanks for letting me know!
Once again, thank you for detailed feedback!
On the subject of the name there are a number of things that affect your rank for a search term, one is downloads (which you can't do much about) but another is how many times the term appears in your description (up to 5 occurances). You don't have Time Ninja in your description at all. Fitting it (naturally) into your description several times probably still won't get you to the top but will probably put you on the page.
Thanks! I didn't know that app description matters so much. I guess I'll need to go and read more about marketing before making improvements and working on my next game
Good
Hi guys =)
My latest project made it into the appstores finally, its called "Zero - a Numbers Puzzle Game".
It was an experiment playing around with a cross platform app framework. And i would appreciate some feedback about how you guys think the result turned out. I would be not just interested in feedback about the gameplay itself but also about how it is performing on your devices, if there are any problems or everything runs smoothly.
Whats it about:
In the game you see some blocks with numbers in it, your goal is to bring the whole playfield to 0. when you tap a block, the blocks to the left, the right, above and below it will get reduced by one (if there are any). the field (and difficulty) grows with each level.
Here are the links: Google Playstore and in case somebody has an ios device: itunes appstore
i also made this short video to show the gameplay. (it looks more complicating than it is )
Awesome puzzle game with refreshing gameplay (I have not seen anything like that before)!!
Suggestions for future versions:
-maybe some optional music?
-different difficulty levels, especially an easier one with more retries?
Maybe some design work needed but i like the game.
raluk said:
Maybe some design work needed but i like the game.
Click to expand...
Click to collapse
what exactly do you mean? which parts of the game could need a new/better design?
In my opinion, the navigation bar could look a lot better
Hi, I like the game and let others decide on the design.
For the game itself, could you have shortcuts to a level? I've gotten to 66, and it is frustrating to restart all the way at 1, and has actually been a reason why I just don't play very much anymore.
Every 10 or 15 levels would be good shortcut areas.
Thanks!
Hello everyone,
A couple of days ago I published my first Android project - a game called Color Chains. It's somewhat similar to "Match 3" games, but you have to make "chains" of cells in which each 2 consequent cells have a different color. The longer the chain, the more points you will earn.
The game is on the Google PlayStore, however due to a low number of posts I cannot post the full URL, and I apologise for that. I've also attached the APK.
h**ps://play.google.com/store/apps/details?id=com.frozenraindrop.colorchains
The gameplay is pretty simple - tap, hold, and drag to select, release to validate your selection and earn points. You will compete against time, but every 100 points you will earn additional time. Every 250 points you will get the ability to randomize the whole board, which can be useful if you have big clusters of same-colored cells. Every 60 seconds the game will advance in level, which means that you will earn more points (5% multiplier per level), but earn less bonus time (-1sec per level). After 10 minutes of gameplay you will reach level 10, complete the challenge, have your score recorded, and then you can continue playing.
The game was developed in Unity 4.6 and Unity 5.0 (which are to blame for the huge APK size) and is ad-supported.
I welcome any comments, suggestions, ideas, etc. Thank you in advance
The game is pretty simple, but it works well and it's fun to play. It's a nice difference to the multitude of match-3 games available. Good work.
SolarRiftStudios said:
The game is pretty simple, but it works well and it's fun to play. It's a nice difference to the multitude of match-3 games available. Good work.
Click to expand...
Click to collapse
Thank you. It is indeed simple. As a matter of fact I think that if anything, there might be a bit of a feature creep. The "leveling" feels a bit artificial and I'm considering removing it.
Btw, I'd appreciate it if anyone can test the game and confirm that it's working as intended on a Galaxy S3. It stops working after a while on my girlfriend's S3 (running stock Samsung 4.3 ROM), but it's a weird bug and I cannot reproduce it on another device. I've tested it on two Nexus 5s and a Nexus 7 (2012), both running Lollipop, as well as a LG G2 running 4.x, and it seems to run fine on those.