I am interested in people's opinion on my game "Tap Crazy". You don't get enough feedback from the Market on particular issues on particular phones. Let me know what you think. There is a free tutorial only version of the game.
Apparently, as a new user, I can't post any links, so go visit exit4gaming dot com to see screens of the game and a video if you are interested. Not sure on the rules for screens, so, to be safe I won't post them for now.
This isn't a sales pitch. I really am interested in feedback from other developers.
Thanks.
Tap Crazy
A frantic game of tapping insanity.
Pop the balls by tapping them before they reach the top of the screen. But don’t pop your friends as the race to the bottom. As the numbers increase, everyone starts bouncing off of everyone else. It is your job to sort through the ensuing comic mayhem. Five distinct enemy types. Tons of fun! Visit the market today to download Tap Crazy!
Game Features
OpenGL 3D Graphics.
Outstanding ball animation and movement.
Spectacular particle graphics system that fills the screen with destruction.
Four game modes – Tutorial, Normal, Hard, and Insane.
Graphics setting (High, Medium, and Low) for different levels of phones.
Swipe to pause system to pause the game while playing
Automatic pause when getting a call or going to the home screen.
Wave based gameplay. Play a wave whenever you have a minute.
Single save feature keeps progress while maintaining high score integrity.
Scoreloop high scores.
Good Guys
Green Balls – get points for every Green Ball that reaches the bottom. Don’t tap ‘em.
Bad Guys
Red Balls – simple to kill with one tap but plentiful in numbers.
Yellow Balls - Faster and blast through green balls to get to the top.
Armor Balls – Red has put on armor. Break through the armor to get to the meat below.
Purple Balls – On each tap, they divide. Get ‘em quick or look out.
Pink Balls – These magical balls switch places with Green balls when they are tapped.
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FOLLOW THIS LINK FOR A VIDEO
Did anyone get a chance to try this game out? Any comments of opinions?
Thanks
Iam not a game dev, but the game seems fun and I like it I only played it for a little ( about to shower) but Nice game
Sent from my ComBadge
Like the game, like it when the bubbles pop and the fact it has a scoreboard!
I would consider changing the main menu, the graphics aren't great and the Logo is in a different background color then the surrounding stuff. Will play it tomorrow when I've got some more time .
Tested on HTC Desire.
Keep up the good work!
QR Code of the free version of the game:
I understand why the game has most permissions, except why users should grant a game access to read contact data. Can you justify this permission requirement for us?
I was using Scoreloop V1.1 which requires this permission because it lets you find friends from the contacts. I couldn't leave out that permission or SL would crash if someone tried to do it.
I am currently upgrading to SL 2.1 which has thankfully provided a way of disabling its find friends from contacts ability without much trouble, so I will be deleting that permission. Agree, it is stupid for a game to need that.
Regards
Wow really nice game. I'm loving the old school arcade feel.
Can the balls be antialiased more/made shiny? or will that degrade performance?
I noticed the power button does not put the phone in standby when the game is active, is that a feature?
britoso said:
Wow really nice game. I'm loving the old school arcade feel.
Can the balls be antialiased more/made shiny? or will that degrade performance?
I noticed the power button does not put the phone in standby when the game is active, is that a feature?
Click to expand...
Click to collapse
Not sure what you mean by antialiased more. I am not using mip mapped textures if that is what you mean. Made shiny is a possiblity, but, like all things Open GL on Android, it is tough to make that commitment with a game because so many different phones have so many different behaviors.
The ball detail can be made better by switching to "high fx" in the main menu. Basically, in high fx mode, the balls have 4 times the number of triangles. The explosions are super spectacular in that mode. Runs great in that mode on Droid X and Galaxy S level phones or better. Is passable on original Droid at 25-35 FPS.
BTW, for anyone out there playing, there is a trick to displaying FPS (frames per second). In the main menu, hold your finger on the upper left corner of the screen for 10 seconds or more and then release. FPS will appear in the upper left and stay there while you play. It would be nice to know what kinds of FPS different phones get.
On my original Droid, I get between 35-45 while playing at Med Fx and between 25 and 35 at High fx. On a Droid Pro, it runs at over 60 in High Fx. There is also a low fx for anyone with phones that can't hang. No lighting and super low poly balls and explosions.
The app uses wake lock to keep the screen alive. Not sure why your phone doesn't put the phone in standby when you press the power button. Mine does. Probably it is phone dependent on how they implement the wake lock feature. What happens on mine is that I get the screen lock and when I unlock, Tap Crazy comes back up paused.
The game automatically pauses when you press home or get a call or something. When you resume, it should come back up paused. Makes it nice to play a little and not worry about getting interrupted. You can also manually pause by swiping the screen. Game is saved between waves to also allow quick hitting type of play where you can resume the game whenever you have a minute.
Works great on htc Hero on medium setting, high lags a little but that's to be expected. Tested on FroydVillain 1.7.2 (2.2.1) and Tegro 2.4 (2.1 update 1) both on flykernel 12a @576 mhz (and OpenGL 1.1 mod) . One thing i noticed is that i have to tap slightly above the balls to burst them other than that great game, my touch screen is working flawless so maybe it's something with hvga devices or specific to the Hero or the ROMs i use. getting 33 to 60 on medium and 16 to 20 on high.
CSL00 said:
Works great on htc Hero on medium setting, high lags a little but that's to be expected. ... getting 33 to 60 on medium and 16 to 20 on high.
Click to expand...
Click to collapse
Wow, that is much better than I expected on the hero. Good news indeed. Thanks for the feedback!
40-62 FPS on high. (Nexus One)
It does look a lot better on High fx
Works great on my galaxy tab on high gfx. The GPS averaged between 58-63.
Guys,
Thanks for the feedback. I just uploaded a 1.2 version to fix a couple of things, at least one of which came directly from these comments. Your comments help a lot. Please let me know if there are any other issues you have seen.
Here are the release notes:
Removed need for Check Contacts permission.
Upgraded to Scoreloop 2.1
Added connecting popup when launching scores.
Fixed various Start/Resume/End game issues.
Fixed infinite score cheat.
BTW, still looking for FPS on different phones or if you have any particular problems on any phone!
slmclarengt said:
I understand why the game has most permissions, except why users should grant a game access to read contact data. Can you justify this permission requirement for us?
Click to expand...
Click to collapse
Thanks for this point. It is corrected in the new release!
I am using VR 12 ROM, while installing this game thru market it didnt get installed but gave following error -
Installation error
Package file invalid
??
Is this the free or paid version?
Ok my phones info is in my sig, I get 57-60 frame rate throughout the game nothing less on high fx. I did notice this game makes my phone extremely hott. Not even dungeon defenders makes my phone this warm but it doesn't bother me I'm just sharing my thoughts. Plus I'm only clocked at 1ghz at the moment not the 1.5ghz my kernel allows me.
Overall the game is insanely fun and addicting. I love the scoreboard implementation I'm currently 3rd and am planning on buying the full version. Props for the affordable prices. The only negative is the hit detection is a bit off for me and I don't get all the sound fx when popping the purple duplicates. I also have trouble hitting the pink when they are close to green. Seems as if they switch places before touching I could be wrong tho. I think that's all I love the game and am willing to support you if some of these issues can be looked at.
Thanks for another great game on the market. =)
EDIT: I forgot to mention the menu looks of low quality compared to the game, the popups after each level look similar. But this doesn't hinder performance or what I think of the game this is just voicing my opinion.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
elracing21 said:
Ok my phones info is in my sig, I get 57-60 frame rate throughout the game nothing less on high fx. I did notice this game makes my phone extremely hott. Not even dungeon defenders makes my phone this warm but it doesn't bother me I'm just sharing my thoughts. Plus I'm only clocked at 1ghz at the moment not the 1.5ghz my kernel allows me.
Overall the game is insanely fun and addicting. I love the scoreboard implementation I'm currently 3rd and am planning on buying the full version. Props for the affordable prices. The only negative is the hit detection is a bit off for me and I don't get all the sound fx when popping the purple duplicates. I also have trouble hitting the pink when they are close to green. Seems as if they switch places before touching I could be wrong tho. I think that's all I love the game and am willing to support you if some of these issues can be looked at.
Thanks for another great game on the market. =)
EDIT: I forgot to mention the menu looks of low quality compared to the game, the popups after each level look similar. But this doesn't hinder performance or what I think of the game this is just voicing my opinion.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
Click to expand...
Click to collapse
OK, great comments. Thanks.
On hit detection, there might be a small issue with perspective causing the hits to be a little off. I am looking at that. If it is there, it is only minor but I will address in a future release. I don't think you are right about the pink issue. Pink actually wait 50 msec before switching with the green, so the switch is late, not early. This is intentional to mitigate the accidental pink double tap that would kill a green. There is currently no sound on a purple divide, only on a purple kill. If there is a tight group of purple all at the kill stage, sometimes the sounds cancel for some reason. I'll look at that. I tried purple divide sounds - but sometimes it is too much if you know what I mean - same with bouncing sounds which I eventually omitted.
Your the second person to knock my menu LOL. One thing about the menu is that I did reduce the resolution of the underlying graphics by half to cut the apk size substantially (takes out 1.2 Mb). I took screen shots afterwards and there was only a slight difference in the appearance that I didn't judge as that bad, so the reduced apk size won out in the end. Only thing I think looks really bad right now is the paused sign. But, I am probably very wrong on screens with super high resolutions like tablets. I hate these kind of tradeoffs, but it is a phone app. I may play with animating the menu a little to try to distract you from the low resolution
Let me know if you are reacting to the resolution or to the artistic quality. I think the later, which is all good, but I just wanted to make sure I got you right.
Thanks for the comments and the support. I think you will be happy if you get the full version. The full version has three new modes of 30 waves each with each wave having different mixtures of balls that makes them play uniquely - personally, I find the yellow and armored wave to be a particularly hard combo. Wave 8 is all yellow, which is a spectacular amount of destruction.
Each difficulty has its own saved game, so you can switch back and forth between difficulties without losing your progress in another.
Thanks again and yes I will try to address all that I can. Keeping notes.
Charlie
seedload said:
OK, great comments. Thanks.
On hit detection, there might be a small issue with perspective causing the hits to be a little off. I am looking at that. If it is there, it is only minor but I will address in a future release. I don't think you are right about the pink issue. Pink actually wait 50 msec before switching with the green, so the switch is late, not early. This is intentional to mitigate the accidental pink double tap that would kill a green. There is currently no sound on a purple divide, only on a purple kill. If there is a tight group of purple all at the kill stage, sometimes the sounds cancel for some reason. I'll look at that. I tried purple divide sounds - but sometimes it is too much if you know what I mean - same with bouncing sounds which I eventually omitted.
Your the second person to knock my menu LOL. One thing about the menu is that I did reduce the resolution of the underlying graphics by half to cut the apk size substantially (takes out 1.2 Mb). I took screen shots afterwards and there was only a slight difference in the appearance that I didn't judge as that bad, so the reduced apk size won out in the end. Only thing I think looks really bad right now is the paused sign. But, I am probably very wrong on screens with super high resolutions like tablets. I hate these kind of tradeoffs, but it is a phone app. I may play with animating the menu a little to try to distract you from the low resolution
Let me know if you are reacting to the resolution or to the artistic quality. I think the later, which is all good, but I just wanted to make sure I got you right.
Thanks for the comments and the support. I think you will be happy if you get the full version. The full version has three new modes of 30 waves each with each wave having different mixtures of balls that makes them play uniquely - personally, I find the yellow and armored wave to be a particularly hard combo. Wave 8 is all yellow, which is a spectacular amount of destruction.
Each difficulty has its own saved game, so you can switch back and forth between difficulties without losing your progress in another.
Thanks again and yes I will try to address all that I can. Keeping notes.
Charlie
Click to expand...
Click to collapse
Yes hit detection is there but it IS very minor as you mentioned. The thing is when things are hectic and I miss I have to follow that missed until I get it. Maybe its an OCD thing but I get crazy lol thanks tho for acknowledging.
I went back to observe the pink/green trading places and your right its slightly delayed to avoid killing green. Thanks for stating that and sorry but I was wrong.
The missing sound sometimes throw me off when it gets a tad bit hectic lol. I always know when I popped one when the sound is there. Maybe you can hinder the sound of red since they are the easiest and almost always make the purple, pink, armored have sound? Idk if that will even work or if its just me but when I don't get the sound I tend to tap the same place 2x just incase I don't see it under my finger (I got big thumbs).
When it comes to the menu it could be the resolution that throws it off lol. I didn't mean to be harsh about it =P it does look like the pictures and designs looked good when they were small and you just blew up the size so I'm guessing its the resolution and not the artistic design.
When it comes to artistic design idc much about that stuff. Others might but I dont, maybe its just all the different colors with the low-res text throws the design all off so If anything you can email me some screenies after you mess with them and I can give you my honest opinion.
Maybe play with both a little and post screenshots and let us vote between what looks best? Would be pretty cool getting your supporters involved in that.
Well sir considering you actually took your time to respond to all of my comments I have purchased the full game, its a great game and its off to a great start. I'm going to try to be number one in the scoreboard =P I'm jayvee21 on there if anyone wants to add me go right ahead.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
Wow everyone. Hit location is off by a whopping 90 percent!
Its not that bad because you have two radii to hit a bad guy and because, since it is off by a percentage rather than a fixed distance, it is worse towards the edges than the center. Top of the screen hit registers high. Bottom, registers low. It is a bug in translation from screen to world coordinates. I will fix in next release. Day or two. Also will include tiny miss graphic to show location of misses.
I also have a couple little start/resune bugs to correct, like dying wave1 is a bad thing.
Thabks. Comments are helping a great deal,
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Good news everyone, (Voice of Professor Farnsworth)
I'm not sure if anybody around here remembers me, but I've been involved in this community as a developer releasing helpful things, back when xda-developers was actually about xdas Things like the romkoch, the nbh tool, the famous wm6 premium rom and more.
However, in the meantime I've joined a great company called "drahtwerk" and we're developing awesome games and apps. I thought maybe you guys could check out our latest release (it's free) and of course it would be great if you'd support the cause by rating it in the store and sharing it with your friends and family.
EDIT: oh yeah, talking about senior. join date 04/2004 nearly ten years!
Check it out on the Google Play store: Airbag Frank 3D
Check out the trailer
Frank always wanted to fly! Help Frank reach for the stars in this incredibly cute and dazzingly fun game.
Launch Frank from his slingshot by dragging back the rubberband and catapult him into space.
Use your arsenal of powerful fruits and jetpacks to help Frank reach new heights.
Along his way Frank will encounter a variety of monsters that might help him to travel further.
・ EXPERIENCE REAL 3D WITH 3D GLASSES
Airbag Frank features real 3D rendering that pops up of the screen, all you need is a pair of anaglyph 3D glasses: red/blue, cyan/magenta and yellow/blue are supported.
・ MEET THE MONSTERS
There are many unique monsters to discover in Airbag Frank. When Frank lands on a crunch, he can
ride on his back for a short time. Or steal the balloon from a skullorm and fly away with it.
・ MORE THAN 30 UNLOCKABLES
Improve your reach by unlocking better slingshots, new fruits, monsters, costumes, jetpacks and more.
There are over 30 items to unlock and buy in the Airbag Frank shop.
・ FEATURE COMPLETE FREE VERSION
Yes! This is game is free, but there is not a single feature missing. But we do have a gold
version that you can buy for the price of candy bar if you want to support the developers
and ensure continued development of Airbag Frank.
・ IN-APP PURCHASE FREE
Yes, the game is free and you don't need to buy additional content to actually make it playable.
The game does not even has the option of in-app purchasing, so you can let your kids play
without worrying that they will spend all your hard earned money.
・ OPTIMIZED FOR NEXT GEN DEVICES
The game looks great on all devices but if you're one of the lucky owners of one of the latest devices you can enjoy highly detailed models with realtime shadows and more special effects!
And don't forget to visit our home page: drahtwerk - Home
Once again the android play store url: Airbag Frank 3D
If you're on twitter, follow us to stay up to date: @drahtwerk
This looks awesome! Can't wait to try it!
Thanks guys, let me know what you think of the game. It's running our own engine and we're still having some incompatibility with certain devices. We've heard of Tegra GPUs not being able to run the game. If the game doesn't launch or crashes please send me a crash report.
Hey dutty!
I recently downloaded Airbag Frank 3D on my GNEX and I absolutely LOVE it!
It's amazing fun and challenging! Runs perfectly smooth too!
I'm about to support you and the company by purchasing the gold version.
Is it possible to transfer my progress to the gold version? Or do I have to begin all over again?
It's not that big of a deal if you can't transfer the progress because I can get it back easily
Amazing game once more and I look forward to any new releases and possible updates for Airbag Frank 3D
Those are awesome! Thanks for sharing.
Thanks for the kind words everybody In the meantime we've release several updates that improve compatibility and performance. So if it didn't work before, it's time to try it again.
BTW; Airbag Frank 3D was rated best game of july by AndroidPolice and several other news outlets. If you've got a mac, it's currently featured in the Mac App Store
We're already working on several new things!
dutty said:
Thanks for the kind words everybody In the meantime we've release several updates that improve compatibility and performance. So if it didn't work before, it's time to try it again.
BTW; Airbag Frank 3D was rated best game of july by AndroidPolice and several other news outlets. If you've got a mac, it's currently featured in the Mac App Store
We're already working on several new things!
Click to expand...
Click to collapse
DuttyThroy? Is that really you? Long time no see my friend.
Welcome back Dutty:good:
Very cool game. Played it for a while. Seems to be luck whether you make it 90ft or 3000ft. Perhaps you should have goal lines and a set amount of powerups to use to get to the goal... like 3 jumps or a combination of different devices/summons (animals?)
Pretty fun though. My boy really got a good laugh playing.
Sent from my Nexus 7 using xda premium
Loving the Game but is there support for more 3D glasses? As I have no Red/Cyan 3D glasses but loads of Colourcode 3D ones (Yellow/Blue)?
Sometimes Dollar Tree has hard-framed red/blue 3D glasses on one of the little islands near the registers. If you have this game and live near a Dollar Tree, might be worth checking. I picked up a couple pairs last time I was there, so I'm off to download this right now and get some 3D action.
Edit: works great, thanks!
Tried the game, I like it but i saw a little bug. I am running CM9 on my SGS3 if that would help. Looks like the the game fits the screen when I am playing, but not in scoreboard and shop.
https://www.dropbox.com/s/fokbue23ugdwyi0/2012-08-21 18.30.36.png
I tried to play it on both my Epic 4G Touch (TouchWiz Roms as well as CM9) but regardless of the rom I use, it just crashes while trying to load. Same happens on my TF101 running on CM9 official.
Tried it on my HTC EVO 3D and the game is very smooth even on very high graphic settings.
Only bug I found is that the game doesn't always fit on the screen.
Also it would be nice if the game would support stereoscopic screen of EVO 3D.
Playing it on my gs3. Great game so far but still needs some work. I saw the screen size issue posted above but also the game crashes when I pick up a cupcake. Looking forward to improvements.
I love the game on my one x. Whats the name of the theme tune?
First of all, great game. I've played some games like this on the PC, and this is fun on my Sprint Galaxy S III. I "beat" (bought everything) it in a few hours on and off with a bit of "cheating" at the end.
Among the things I liked about it (this is not a complete list)
The graphics were very smooth and very nice.
I liked the sounds when you hit things.
Having to buy "power ups" gave it a nice goal to look forward to.
I liked that the red 5x coins were at the top, made me try and stay at the top more often.
The "Re-entry burn" is a nice touch. I wonder if that could be an achievement: "Hottest reentry" could be the farthest dropped before hitting anything.
Game play was simple, no complex controls.
Having a "Pause" button is really helpful.
I found a few issues with it...
Sometimes you can hit the "Play" button twice after a level. I found if I hold down play, then quickly lift up and press again, I get the double play. When this happens, the game freezes and you have to kill it.
If the phone goes to sleep, or you turn the phone off, the game freezes.
I had a difficulty getting more than 5,000F in one level, and quite often, I would get much less. I would always hit the green jello, and the level is over. The problem I have with this is that the bomb you can "buy" is 5,000F, so I found it's not really worth it to get. I would be fine without the green jello, but since you can replenish your fruit, the game would potentially last forever. I suggest lowering how many of them there are, or having the bomb cost less, or, if you shoot with 10 watermelon, you could get out of the jello, or something different. It was just annoying to hit it so often. I did like the cupcake, and that helped, but it still was annoying to get hit by the jello when small.
It's nice that you get a launch bonus, but I found if I want to rack up my money, I start a level, then lightly launch it so it doesn't go far, and I get about 1,000F, and it doesn't take long. Yeah, it's cheating, but I wanted to see what all the power ups were, and I didn't have a whole lot of time. I would suggest have a lower launch bonus, and a higher bonus for hitting things. I found it annoying that I could launch and go a bit and not get much more than if I just flubbed the launch.
I would also suggest a distance counter on the screen, and a height counter as well. I could only judge how far I went by the score, but I had to wait till the end to see how far I really went.
You could possibly add a "Child" setting that had double or triple the things that you could hit (less green jello too). The scoring could be less too, but I could see a child getting more fun out of just watching and shooting fruit every once in a while. Instead of a child setting, maybe have the amount of certain items be sliders so you could choose how difficult it would be with some templates for "Child", "Extreme", etc.
I may have missed it, but I didn't see anywhere where you could see your achievements unless you were signed into Feint. I don't do that, so I don't know what any of them are, or what my high score/highest altitude/longest distance are.
Again, thanks for a great game. I hope my feedback helps
Loved the game!! My highest score so far:
Thanks for the great feedback! knyque, thanks for the detailed post - the idea about cheating by just starting new games to rack up money is true. We'll fix that.
Unfortunately we haven't been able to release the latest update yet, but it's nearly finished. It contains a new monster the "psycho penguin" some cool new items like the magic donut and much more. We hope to have it out before christmas but things are so hectic right now I can't make a promise on that.
We've also just released our latest game called Aeon Beam, it's a visually stunning brain teaser: check it out Aeon Beam @ xda-dev
I love this game. I have been playing on my Nexus 7 for days now. Keep it up!
Sent from my SGH-T999 using xda premium
Here I want to introduce my newest Game to you. Any feedback is highly appreciated! :victory:
Mad Freebording is a skating game featuring the new sport Freebording. It feels like snowboarding the streets. This game offers over 30 missions on 18 levels, large variety of clothes and items, realistic levels and pure fun. Ride, level up, improve your skills, customize your clothes and get involved with the world of freebording!
Here some pictures:
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https://play.google.com/store/apps/details?id=com.FreebordGame.MadFreebordingFree
Hello
I tried your game the first impression it is a very good game highly customizable, here's my opinion:
Pros:
- Highly customizable
- Good thing you allow the user to play offline, and do not force him to sign in
- The music is overall awesome, wide range, genre and suits the game well
- ads are not offensive
Cons:
- Lags a lot I even reduced the resolution and the quality still gives me low FPS, I am using a Gnex which managed to play in HD a lot of other games. Maybe if you try removing the admob view from the front, as far as i know the refresh of the ads causes a hick up in FPS
- Remove the text while loading ( clearing memory and stuff, the user doesn't need technical details, it is better for UX) to go with a simple "Loading...")
- Allow the user to go off the grass more than just a few meter, allowing him to go back on the track, so that the little kids don;t go desperate from the first couple of tries
Overall if you can fix the lag and speed of the game loading it will be an Epic Awesome game
Again great game !
Hope it helps : )
Thanks
Downloading now!
Sent from my SAMSUNG-SGH-I747 using xda app-developers app
eli.r said:
Hello
I tried your game the first impression it is a very good game highly customizable, here's my opinion:
Pros:
- Highly customizable
- Good thing you allow the user to play offline, and do not force him to sign in
- The music is overall awesome, wide range, genre and suits the game well
- ads are not offensive
Cons:
- Lags a lot I even reduced the resolution and the quality still gives me low FPS, I am using a Gnex which managed to play in HD a lot of other games. Maybe if you try removing the admob view from the front, as far as i know the refresh of the ads causes a hick up in FPS
- Remove the text while loading ( clearing memory and stuff, the user doesn't need technical details, it is better for UX) to go with a simple "Loading...")
- Allow the user to go off the grass more than just a few meter, allowing him to go back on the track, so that the little kids don;t go desperate from the first couple of tries
Overall if you can fix the lag and speed of the game loading it will be an Epic Awesome game
Again great game !
Hope it helps : )
Thanks
Click to expand...
Click to collapse
Great thanks for the feedback!!! AND YES IT HELPS MUCH!!!
I love to hear that you like the game and even the music! :victory:
Removing the loading info can be simply done. My intention with it was to show the player that the game does something and is not freezed. I could remove the loading info when restarting the level, since it does not take too much time.
You can ride on grass for some short time, but it makes you very slow. I could just increase the time that you can ride offroad (lets say to 5 secs), would that solve the issue?
Unfortunately, I have to confess that the lags are indeed because of the ads and I really hate this... But I fear the ads of other providers than AdMob are even worse! I hope that you understand that I cannot simply remove the ads, I try to become an indie dev and earn my money with creating games. The only advice I can give you is if you play offline than close your internet connection the game will run faster without ads! (or if you sometimes buy games on Android you can get the pro version)
Thanks again! :good:
FreebordMAD said:
Great thanks for the feedback!!! AND YES IT HELPS MUCH!!!
I love to hear that you like the game and even the music! :victory:
Removing the loading info can be simply done. My intention with it was to show the player that the game does something and is not freezed. I could remove the loading info when restarting the level, since it does not take too much time.
You can ride on grass for some short time, but it makes you very slow. I could just increase the time that you can ride offroad (lets say to 5 secs), would that solve the issue?
Unfortunately, I have to confess that the lags are indeed because of the ads and I really hate this... But I fear the ads of other providers than AdMob are even worse! I hope that you understand that I cannot simply remove the ads, I try to become an indie dev and earn my money with creating games. The only advice I can give you is if you play offline than close your internet connection the game will run faster without ads! (or if you sometimes buy games on Android you can get the pro version)
Thanks again! :good:
Click to expand...
Click to collapse
Yes the 5 seconds would make it better, the player will be allowed to come back to the road.
As for the ads, I have never worked with 3D games, only 2D so far. But what I suggest is that you can go use the SMART_BANNER from admob and insert it outside the rendered view, this way they will be totally separate entities and the admob view refresh will happens next the rendered view and not on top of it, and will not reduce the FPS. Plus it will help you put the ad during all the activity life time, without killing the UX or hiding anything, since it will be appearing adjacent to your game rendered view and not on top of it.
But I think you will have to code a bit the size of your camera to make it dynamic or if your framework allow some full aspect ratio it will be simpler.
Thanks
eli.r said:
Yes the 5 seconds would make it better, the player will be allowed to come back to the road.
As for the ads, I have never worked with 3D games, only 2D so far. But what I suggest is that you can go use the SMART_BANNER from admob and insert it outside the rendered view, this way they will be totally separate entities and the admob view refresh will happens next the rendered view and not on top of it, and will not reduce the FPS. Plus it will help you put the ad during all the activity life time, without killing the UX or hiding anything, since it will be appearing adjacent to your game rendered view and not on top of it.
But I think you will have to code a bit the size of your camera to make it dynamic or if your framework allow some full aspect ratio it will be simpler.
Thanks
Click to expand...
Click to collapse
I think I didn't exactly got what you mean.
I played balloon flee nice game I was the pinguin balloon :good: You got 5 stars! What you do there is that you have two frames, so the ads are actually always rendered even if they are behind the game frame?
The problem with my game is that it is so computationally intensive that there is simply no space for AdMob to do something, also not parallel to the game view. Have you also tried to play Mad Freebording with low quality?
FreebordMAD said:
I think I didn't exactly got what you mean.
I played balloon flee nice game I was the pinguin balloon :good: You got 5 stars! What you do there is that you have two frames, so the ads are actually always rendered even if they are behind the game frame?
The problem with my game is that it is so computationally intensive that there is simply no space for AdMob to do something, also not parallel to the game view. Have you also tried to play Mad Freebording with low quality?
Click to expand...
Click to collapse
What I meant is to try to get the admob view outside of the rendering frame ( you checked the worst "ad design" of my games), A simple example can be found in (X Challenge) or in (Dare to Deal), I use the SMART_BANNER type from admob it takes less height and I put it outside the rendering view. This way even if it refreshes the refresh is not picking a hole on the rendering view
Yes I tried it with low quality still slight improvement but I think you should either work on the ads placement (or simply hide them during game play and show them in the main menu) or improve your algorithms, so that the high end devices don't encounter any glitches.
Thanks.
eli.r said:
What I meant is to try to get the admob view outside of the rendering frame ( you checked the worst "ad design" of my games), A simple example can be found in (X Challenge) or in (Dare to Deal), I use the SMART_BANNER type from admob it takes less height and I put it outside the rendering view. This way even if it refreshes the refresh is not picking a hole on the rendering view
Yes I tried it with low quality still slight improvement but I think you should either work on the ads placement (or simply hide them during game play and show them in the main menu) or improve your algorithms, so that the high end devices don't encounter any glitches.
Thanks.
Click to expand...
Click to collapse
Now I got it! :good:
I didn't know that the SMART_BANNER is smaller in height than the standard banner. Most games stick with the standard banner... I will check if the smart banner needs less performance.
Also I now understand what you mean with not drawing twice. My game is made with Unity3D and changing the view rect is one line of code. I will check this for sure!
However in the USA I use the Amazon Ads and they have only very few standard sizes. None of the supported ones is usable like AdMob's smart banner... Maybe I will have to differentiate between the ad providers and keep the current system when the user is in the US.
By the way I have experienced some little bugs with your ads, where parts of the frame are not redrawn and show some render trash... see screenshots below:
FreebordMAD said:
Now I got it! :good:
I didn't know that the SMART_BANNER is smaller in height than the standard banner. Most games stick with the standard banner... I will check if the smart banner needs less performance.
Also I now understand what you mean with not drawing twice. My game is made with Unity3D and changing the view rect is one line of code. I will check this for sure!
However in the USA I use the Amazon Ads and they have only very few standard sizes. None of the supported ones is usable like AdMob's smart banner... Maybe I will have to differentiate between the ad providers and keep the current system when the user is in the US.
By the way I have experienced some little bugs with your ads, where parts of the frame are not redrawn and show some render trash... see screenshots below:
Click to expand...
Click to collapse
Thanks al lot for pointing out the bug, the fact is that behind the rendered view there are no background and the rendered view does not stretch full screen, I choose to keep the aspect ratio. ( I remove it manually to increase the FPS, If I put the background with black color the trash doesn't appear but I sacrifice 5 FPS )
I can't reproduce on my devices,
Can you please note what is your device? or is that the emulator?
eli.r said:
Thanks al lot for pointing out the bug, the fact is that behind the rendered view there are no background and the rendered view does not stretch full screen, I choose to keep the aspect ratio. ( I remove it manually to increase the FPS, If I put the background with black color the trash doesn't appear but I sacrifice 5 FPS )
I can't reproduce on my devices,
Can you please note what is your device? or is that the emulator?
Click to expand...
Click to collapse
It was on a nexus 4. The bug happens every now and then, maybe every 10th ad... Maybe it has something to do with sending the game to background or disabling the screen...
eli.r said:
Maybe if you try removing the admob view from the front, as far as i know the refresh of the ads causes a hick up in FPS
Click to expand...
Click to collapse
Found a great and very easy solution for this and though I should post it here just in case that someone else is struggling with AdMob ads causing performance problems on ads refresh animation hicking up the FPS with html5 ads!
Process.setThreadPriority(Process.THREAD_PRIORITY_URGENT_DISPLAY+Process.THREAD_PRIORITY_LESS_FAVORABLE);
This single line of code called from the Open GL thread solves EVERYTHING!!! On a very slow device with less than 20FPS a little delay (up to half a sec) between a touch and the game seeing it is noticable, but for the most users this solves any lag problems that are caused by animated html5 ads! :victory:
FreebordMAD said:
Found a great and very easy solution for this and though I should post it here just in case that someone else is struggling with AdMob ads causing performance problems on ads refresh animation hicking up the FPS with html5 ads!
Process.setThreadPriority(Process.THREAD_PRIORITY_URGENT_DISPLAY+Process.THREAD_PRIORITY_LESS_FAVORABLE);
This single line of code called from the Open GL thread solves EVERYTHING!!! On a very slow device with less than 20FPS a little delay (up to half a sec) between a touch and the game seeing it is noticable, but for the most users this solves any lag problems that are caused by animated html5 ads! :victory:
Click to expand...
Click to collapse
Thanks Man, will surely try it out : )
Hi everyone I would like to introduce my first game called Knock The Flags, if you are a fan of Angry Birds or Can Knockdown you will most likely like this game!
The android version is currently out and requires Jellybeans 4.0+. The iOS version will be out soon.
Knock the Flags is a simple physics based game that requires the player to cause flags perched on top of blocks to tumble down and touch the ground. Sounds easy right? Well it’s not! As you progress through KTF’s 50 starting levels you will notice you will be progressively challenged by new and intricate scenarios! And you WON'T have to worry about any silly microtransactions or IAPs!
KTF is all about choice. As you progress further you will unlock new cannon balls and encounter different blocks with their own special traits and attributes. You are given a certain amount of ammo in each level, but how you use that ammo is up to you! Do you want to collapse those blocks with flags by hitting a weak point with the Mega Ball or do you want to try going directly for the double flag knockdown with a well placed hit from the Standard Ball? The choice is yours!
For the ultimate challenge try achieving 3 gold cannon balls on each level! You can achieve 3 gold balls by having 3 or more ammo remaining. Two ammo remaining gives you two gold balls, and 1 ammo remaining gives you one gold ball.
We appreciate all feedback and suggestions! Please report any issues and we will fix it as soon as possible!
Game link: https://play.google.com/store/apps/details?id=com.Sempiternal.KTF_Full
Also if you have time please give us a review on google play!
Like our facebook page at https://www.facebook.com/pages/Sempiternal-Studios/247438805379844?ref=hl
Follow on us twitter and instagram!
https://twitter.com/SempiternalStud
http://instagram.com/sempiternalstudios
Pretty cool app, I downloaded it.
Couple problems I have, 1 isn't that big, 2 is.
1) It's pretty big, 30+mb, not sure if there's a way you can get the app down in size. I'm sure there is.
2)How do you switch the view on the ball. When I fire, I can only see the ball from the top down, and makes the game very hard because I can't even tell where the ball goes. In the video you can see the ball from behind as it hits the structures, mine is from above. This has to be changed, or I need to know what I'm doing wrong because to me it's game breaking.
Xieon1 said:
Pretty cool app, I downloaded it.
Couple problems I have, 1 isn't that big, 2 is.
1) It's pretty big, 30+mb, not sure if there's a way you can get the app down in size. I'm sure there is.
2)How do you switch the view on the ball. When I fire, I can only see the ball from the top down, and makes the game very hard because I can't even tell where the ball goes. In the video you can see the ball from behind as it hits the structures, mine is from above. This has to be changed, or I need to know what I'm doing wrong because to me it's game breaking.
Click to expand...
Click to collapse
Thanks for the feedback!
1. I'm in the process of optimizing assets, code, etc to try and make the size smaller.
2. You can move the ball view around by simply swiping your finger around. I also added pinch to zoom feature on this point of view along with the fly cam.
On a side note if I may ask what device are you using and are you experiencing a glitch that involves the grass texture popping in and out?
Maybe you should change the font color. Make them not so bright.
V1.0.8 has been published, the annoying glitch with the texture pop in for newcomers has been fixed. (I'm so stupid I can't believe it was such a simple fix -.-)
Some people have also complained about not being able to see where the ball is going because by default it shows the ball from a top down view. Since day 1 I have added the ability to look around and see where the ball is going by simply swiping around the screen but apparently people haven't tried this so I made changes to the level 1 ball by adding a helpful hint about it.
Optimisation...
I want to ask you something. What physics engine do you use in your game? I suppose it s Unity3D, but when i was developing my game in Unity3D i cannot create so realistic physics...its pretty good in your game. Various balls create a good imaginatiot, that is not a simple game.
Btw answer me plz in pm...Thanks.
Andrewdevua said:
I want to ask you something. What physics engine do you use in your game? I suppose it s Unity3D, but when i was developing my game in Unity3D i cannot create so realistic physics...its pretty good in your game. Various balls create a good imaginatiot, that is not a simple game.
Btw answer me plz in pm...Thanks.
Click to expand...
Click to collapse
Please check your pm
Sofia ThinkMobiles said:
I think the game has a chance to become successful :good:. For me, not enough good graphics.
Click to expand...
Click to collapse
Thank you for the feedback! What bothers you most about the graphics if I may ask?
Arbiter7 said:
Thank you for the feedback! What bothers you most about the graphics if I may ask?
Click to expand...
Click to collapse
Yes, of course, you can. There is a lack of realism and detail in pictures-elements.
Sofia ThinkMobiles said:
Yes, of course, you can. There is a lack of realism and detail in pictures-elements.
Click to expand...
Click to collapse
pictures-elements?
Hey all, I have been experimenting with a see through feature that basically allows blocks and flags to be visible even with the cannon in the way. I have had a couple people give negative feedback because the cannon gets in the way so I first tried re sizing the cannon which made things look goofy and then I tried various camera angles and that didn't get the result I wanted. I devised a way to keep the cannon the same while at the same time giving clear visibility to targets.
I am thinking of adding in two difficulty's, easy and regular mode. With easy mode you can have targets be visible through the cannon, and with regular mode the see through feature is turned off. My only worry is that people may stick to easy mode, not that I care but it might make the game too easy!
This is what I am talking about:
No see through
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See through
Thoughts? Opinions? If I can get some solid feedback on this issue asap I can get it all worked out by the end of this week.
Nice game. But the size is way too big according to the graphics. Also graphics can be made bttr so as to make game more visually pleasing.
IDSprofile said:
Nice game. But the size is way too big according to the graphics. Also graphics can be made bttr so as to make game more visually pleasing.
Click to expand...
Click to collapse
Thank you for the feedback! When you say size you mean the apk size? I can definitely make graphics better, but what kind of changes do you recommend?
yes, I meant apk size. The menus and all are looking like the games on Nintendo 64. I think the game can be improved in this area!
IDSprofile said:
yes, I meant apk size. The menus and all are looking like the games on Nintendo 64. I think the game can be improved in this area!
Click to expand...
Click to collapse
I will try to reduce apk size, however I don't think it is as bad as other games out there. Nintendo 64 is awesome! Will be experimenting with new menus soon.
V1.0.9 has just been published! I added in difficulty settings "easy", "regular". Easy mode enables the see through feature pictured above, whereas regular mode turns off this feature. I think after a couple levels you probably won't need to be on easy mode since you will get the hang of the physics, but nevertheless it is there for all levels for your convenience.
I also cleaned up some code and reduced file size. Hopefully in the next update I will have 50 more levels and some other goodies.
Arbiter7 said:
V1.0.9 has just been published! I added in difficulty settings "easy", "regular". Easy mode enables the see through feature pictured above, whereas regular mode turns off this feature. I think after a couple levels you probably won't need to be on easy mode since you will get the hang of the physics, but nevertheless it is there for all levels for your convenience.
I also cleaned up some code and reduced file size. Hopefully in the next update I will have 50 more levels and some other goodies.
Click to expand...
Click to collapse
For the easy mode how about just an outline of the blocks/flags, as it looks really odd seeing the blocks layered over the canon, and I was about to say that I had a graphics bug
Playing on a 6.4 inch Z-Ultra.
I did notice a bit of warmth, although it shouldn't be too taxing a game for a quadcore snapdragon 800
blueether said:
For the easy mode how about just an outline of the blocks/flags, as it looks really odd seeing the blocks layered over the canon, and I was about to say that I had a graphics bug
Playing on a 6.4 inch Z-Ultra.
I did notice a bit of warmth, although it shouldn't be too taxing a game for a quadcore snapdragon 800
Click to expand...
Click to collapse
i second the warming issue , i am playing on a samsung galaxy s4 active and things could get like 34 degree according to cpu-z
and i have a small suggestion too , the fly cam shouldnt be rotating like crazy i think the user must control it .
except those i am in addicition to a new game ... good work and keep it up :good::good::good::good::good:
Engine?
I want to develop a similar game. Which engine did u use buddy?
Arbiter7 said:
Hey all, I have been experimenting with a see through feature that basically allows blocks and flags to be visible even with the cannon in the way. I have had a couple people give negative feedback because the cannon gets in the way so I first tried re sizing the cannon which made things look goofy and then I tried various camera angles and that didn't get the result I wanted. I devised a way to keep the cannon the same while at the same time giving clear visibility to targets.
I am thinking of adding in two difficulty's, easy and regular mode. With easy mode you can have targets be visible through the cannon, and with regular mode the see through feature is turned off. My only worry is that people may stick to easy mode, not that I care but it might make the game too easy!
This is what I am talking about:
No see through
View attachment 2852184
See through
View attachment 2852185
Thoughts? Opinions? If I can get some solid feedback on this issue asap I can get it all worked out by the end of this week.
Click to expand...
Click to collapse
Cool game it can be.
About seeing through. At first I though its a in game error. Than I read your post. For me? It will be better when you cannot see the flag. Now its a little difficult to aim for me. I dont know exactly how far is block. U can always aim first beside flag than move cannon right or left and shot. Or. Will be better when camera went a little high or (the best options) when camera will be on the "head" of cannon with some kind of viewfinder. In the end you have to aim higher than block. But ist only my opinion.
And one more. When I shot the ball. I have camera always set downside. It will be better when it will be behind the ball in default.
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GET Gravity Beats on Google Play
• FEATURES •
★ Everyplay support. Record replays and share them with the community!
★ Over 30 achievements, each of them is rewarded by Google Play experience
★ More than 20 unique and challenging levels
★ On-going story about Prophet's adventure
★ A Global Leaderboard and individual scoreboard for each level
★ Real gravitation on difficulties normal+
★ Day-Glo unique neon graphic design
★ Dynamic music
★ Lefty support
★ Three levels of difficulties
★ Undiscovered bugs
★ Multiple language support (EN, DE, RU, UA, PH)
"Imagine moving around a standard platforming game with the look and movement mechanic of Asteroids.
That's Gravity Beats, a title that challenges you to pilot a tiny ship around a complicated environment.
The controls are simple, just vector and thrust, but thanks to the variable level design
you'll constantly be discovering new things." ©AndroidPolice
Main post updated with a challenging video.
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Good game
You made really good game.
The music is stuning and fit for gameplay
Thanks for support guys.
navYgor said:
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Click to expand...
Click to collapse
Hmm I see. Game is playable on keyboard, but I wasn't implementing gamepad support yet.
Which one did you try by the way? I will be looking at this in some of the next updates.
Also, we are giving away few promo codes for no-ads unlock,
let me know if you guys are interest in getting one.
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
Heh, thanks for a kind word. But that's okay with ads, that's a limited promotion.
And I see your point. Well long time ago controls were looking like this.
So it was 4 buttons, compared to
Just a button "Stabilizer" and analog stick for moving in directions.
The tricky part here, that peoples are missing that it's actually the analog
and you can control the ship speed by moving it just a bit or further from the center.
Controls became more simple after that update. But if you think game should
have the support for both, I could consider bringing them back, and make a switch in the options.
Though it will take a while as I got rid of them, and the mechanics were remade for the analog support.
We also have promo codes for Golden Ship, if you don't need no-ads unlock.
Golden Ship is a feature that unlocks your cargo hold,
so you can transport 2 data discs at the same time!
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
navYgor said:
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
Click to expand...
Click to collapse
Oh, I see! Hmm, guess I should totally explain it somehow in the tutorial,
as it seems to be not clear at all. Thanks.
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Scianthrope said:
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Click to expand...
Click to collapse
Thanks for the detailed review, appreciate it. Lets see, I didn't have much tests on the lefties part, as support for them came out just recently,
tho I passed the game few times on my 7 and 10" tablets and didn't find any issue, but I believe you played on phone with lower display diagonal?
Do you remember in what level you experienced that issue? Yeah, that was an issue in levels 11, 15 and 18 for right-handed controls. Which was
fixed in the recent beta update 1.056. I can drop you the personal link for it, if you want. It has a lot of changes balancing the levels from 1 to 10
and 16. The whole update from the roadmap isn't finished yet tho it's not yet on the google.
Also the part about "Dynamic Joystick", when you can tap wherever on the screen and analog appear. Well, we tried it, and got rid after tryouts
for the reason of adding huge unplayability if you play on difficulties NORMAL and higher. I'll try to explain what I mean. NORMAL+ has gravity,
so it's a totally different game, basically when analog has a static position - you can tap at the middle of it (between the center and furthest part) and have about 50% of the speed boost,
which is good and easy to get used to. But if analog isn't bound - then no matter where we press -> it appears -> we have no ship speed add -> and we keep falling down due to
the gravitation. Hope I was clear on this part.
Would glad to hear more from you, thanks.
I think it was levels 2 and 4 that I noticed the problem for me first, although I do have a habit of going further than the bounds of the analog stick so that was likely what caused my thumb to obscure the level and I initially set the size to the middle setting. It was less obtrusive when I set to the size to smallest. I started in normal difficulty so I've only played with the gravity active so far.
You're correct about the different diagonal size, I'm mainly playing on a galaxy S5 but I think I've gotten used to the controls a bit more now, less inclined to stray beyond the analog boundary. I tried it on my Nexus 7 and didn't experience the same issue. Using the lowest size setting, it looks like on the Nexus 7, the movement analog takes up roughly 1/3 of the screen height but on the S5 it's a little less than half the screen height so it's taking up more space relatively speaking on the slimmer aspect ratio.
I get what you mean about the dynamic joystick too. The way I meant was that I could touch an area with little or no level obstruction and keep my thumb down on that area to make small adjustments for fine control but I guess a lot of people would "let go" so to speak. You're probably right about leaving the joystick fixed as it would cater to more people than it would hinder.
As for the beta, I'd be more than happy to download it and play around if you'd like some more detailed feedback on it prior to full rollout.
Oh I see so you changed the size of the joystick as well, yeah that's really untested thing.
And I got into extending the boundaries of the level (camera anchor) on the right side of the map,
just because friend of mine tried the game on his 4,5" display and as stick was pretty small,
he extend it to the middle size same as you did. And his thumb was just on top of the ship,
same stuff that you experienced. Should be looking into this issue for the controls for lefties later on for sure.
And maybe even thinking on making "Lefty" checked by default when user just installs the game,
as it's easier in case of switching shields so you still can keep your ship "on fly" and switch them.
There is also a trick to switch them being in the Scouter mode. The hint itself will be in the "hints section" on one of the next releases.
Yeah, Nexus 7 can be called perfect machine for this game, me and the other friend of mine (you can see him playing in the
video on the main post) on Nexus 7 as well. Really decent tab for achieving pretty much best controls response and very
nice productivity as well, FPS always keeps at over 40 with Bloom turned on of course, without Bloom -goes to 80-100,
yet it's hard-capped now at 60. But S5 should be having even better frame rate. You can check the FPS somehow just
by watching at the amount of time passed since level start "35 sec" if the text color green then current FPS is over 50,
yellow 30+ and red if below that.
Alright I just compiled the newest build 1.057 and will be sending it to you in a second.
Thanks a lot.
night020 said:
thank you verrry much
Click to expand...
Click to collapse
Thank you for trying the game.
Gravity Beats【1.060】 .•*¨`*•✿ hot update #2 ✿•*¨`*•.
Another hot update for Gravity beats is here!
【1.060】 .•*¨`*•✿ HOT UPDATE #2 ✿•*¨`*•.
★ Everyplay support. Record replays and share them with the community!
★ Level End screen and restart window were redesigned in Full HD
★ NLab™ news (section where we will be informing about updates and events)
★ Levels from 1 to 10, 14, 16 were solidly rebalanced
★ Doors are opening almost twice faster now
★ Gravity Beats videos playlist added
★ Loading indication added
★ Stabilizer now goes green when above platform, even on HARD
★ Game now will be saying if there is update available
★ New Game Tips added
★ Usual doors now opens wider (2.9F -> 3.3F) and their position were fixed
★ Draggable object extended on the X axis (scouter now more precise on edges)
★ Camera anchors in levels 11, 15, 18 and 21 were fixed (prevents analog to be on top of the ship)
TL;DR
- Levels from 1 to 10 also 14 and 16, was redesigned and simplified compared to v 1.051
- Everyplay support. You can now record replays, watch and share them with the community.
To turn ON replay recording goto OPTIONS and make sure you checked the "REPLAYS" check box,
after you did so, it will prompt you with another window about when to stop the recording
on crash or on the level end. If you choose on crash it will still record till the level
end if you didn't crash. But it's the best options for all those best moments that we always missing.
-In menu you can now find YouTube button that will lead you to the currently featured video,
or if you already started some level than it will lead you to the level you are currently in.
Screenshot on how to use recording:
Your game has nice idea & great sounds. Very nice !
Nice game.
Hey guys. Another update is here; which is bringing on the beginning of the Prophet's adventure!
【1.068】 .•*¨`*•✿ Eilos : The Story mode [Part 1] ✿•*¨`*•.
★ An expansion that brings story mode to the game, as well as refined tutorials
• Meet new heroes and follow the story, to figure out what's going on.
• Levels from 1 to 5 are currently affected
★ Player look is now matches with the game icon
★ Levels switch to balance the difficulty curve (levels involved 5, 6, 7, 9, 10, 11, 12)
★ Shields now are turning ON automatically upon replication
★ 30 FPS cap has been turned ON by default
★ EilosEngine (dialogue engine - actors, sound effects, animations, events)
★ Bugfixes and new bugs!
Thank you so much for all your tips.
They help to bring perfection to this game in the way I didn't see before!
Contact: CLICK
GET GAME!
Smart game!
Interesting game with cool game mechanic!
Hello everybody. It's been a long time since I registered here.
I created a game more than 4 years ago that was terrible, but it helped me to get a job, so at the end it was a good deal.
Now I am back with a new personal project that I am doing in my spare time. I started it in 2016 aiming to finish it in few months... Last Sunday I uploaded it to the store, but it is far away from being finished.
It is a turret/tower (I say turret because of Starcraft maps) defense game, where you can place the turrets in the map making a path for the enemies. I haven't seen many of them on the store, thats why I wanted to create one.
My first attempt was to work with a workmate who would do the 3D, but it didn't work.
Then I thought I could learn some blender and do it myself, but I finally asume that I didn't have the time for everything.
I though about buying some assets in the Unity Store, but I wanted original and personal graphics.
So finally I decided to do my models... With Unity primitives. Every enemy and every tower of the game are made from scaled cubes. And I am not totally discontent with the result. The batching is pretty good and I was able to use realtime shadows, that improved the look a lot. The bad thing about this is that there are many GameObjects in the scene and can affect the performance, something that would be fixed with a single mesh.
I also wanted control about the pathfinding. I did it myself and I think it is fast and works correctly. I gave the enemies an small chance to choose the wrong way and some friends have reported me that it looks like there has been a bug in the AI of the enemy. I might have to think about that. If you could give me some feedback It would be very helpful.
Something I have to change for sure is the UI. I think I can tell when something is beautiful or ugly, but I don't have the ability to make anything beauty. So my UI is ugly. I just kept working on that base and style because I wanted to finish the game some day, and I didn't want to get stuck on that.
The game is in an early stage. It needs more towers, more enemies, more levels and more achievements. I also have to integrate analytics, google play game services and meybe another video provider.
It is monetized with videos. I think I am not being agressive at all. There are three ways to see videos and all of them are voluntary.
-Energy (Energicubes): The player gets 1 energy to play a game every hour at a maximum of three. Play a level costs one energy, but everytime you complete a level for the first time, you get your energy back. So in theory you could play non stop as long as you win. If you run out of energy you can watch an Ad and get 3 energys. The game starts with 5 energicubes.
-Technocubes: Thats the coin used to unlock new turrets or evolution of turrets. You get 1 for completing a level for the first time. 1 completing a level without loosing lives for the first time. And one everytime you complete a level and decide to watch an Ad. So again it is voluntary.
-Perks: There are consumable persk that the player can use to complete a level in case he gets stuck. A perk could be a big wave that damages all the enemies or extra money to build turrets. There is a chance of getting free perks when you finish a level and also you can get a random perk every few minutes watching an Ad. The perks are there to help people who can't pass a level, but they won't get the maximum of three stars if they use a perk in the level. So in some way I think it is not an Ad to win game.
What do you think?
This week I want to work in:
-Include analytics with firebase.
-Add google play game services.
-Add 3 more levels (there are only 19 and I want to have at least 200 before I can consider this game complete).
-Add some achievements, at least 5 more.
-Close the game and navigate the menus with Android back button.
For future updates the game needs:
-A menu with all the enemies that the player has discovered, with all the stats and info.
-More enemies with unique mecanics.
-More turrets. I have in mind a support turret that increases the damage of near turrets, an electric turret that makes damage all around, a gold generator turret... More ideas you could give me would be appreciated
-Something different in the UI.
-Music.
I made two gifs so you can see the game without having to download it:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Finally the game is available to download in: https://play.google.com/store/apps/details?id=com.VeryFatHamster.TD
My device is a Huawei Mate 8, screen 1080x1920. If someone with a phone with notch tries it, it would help me to know if everything is ok.
Thank you very much and I will try to keep this thread updated
no problem with notched phone. Honor 10 here....
cacingbesar said:
no problem with notched phone. Honor 10 here....
Click to expand...
Click to collapse
Thank you very much
I just woke up with an email from google removing my game from the store for not incluing a privacy polize, due I collect the Advertising Id for them (I use Admob)
I will try to upload it again this afternoon with al the requirements completed
some english translation gets me confuse......
cacingbesar said:
some english translation gets me confuse......
Click to expand...
Click to collapse
Could you put an example? I translate it myself and it is very probably that there are many mistakes.
Also, should I change the word perk for skill or something like that?
Thank you very much
veryFATHAMSTER said:
Could you put an example? I translate it myself and it is very probably that there are many mistakes.
Also, should I change the word perk for skill or something like that?
Thank you very much
Click to expand...
Click to collapse
The first time I play, I got confused by the term "ubication". I think you should just call it tile.
The game is quite fun.
cacingbesar said:
The first time I play, I got confused by the term "ubication". I think you should just call it tile.
The game is quite fun.
Click to expand...
Click to collapse
Thank you very much. I have been updating the game and changed that word for tile. I think it is more clear now
I have also changed perks for spells, I hope more people will notice what they are.
I have added more levels, achievements and I have tried to improve a little de UI. For example, the x2 speed button looked awful. I changed it for an slider and I think its much better.
Now, when you change the speed x2 or x1 it is easier to know what is the current speed. Also changed the turrets and spells buttons in the ingame menu. Now they are more like tabs.
The game currently has 25 levels. I aiming to make more than 100, but with 25 I feel confident to try to get some users. That's the hardest part :silly:
veryFATHAMSTER said:
The game currently has 25 levels. I aiming to make more than 100, but with 25 I feel confident to try to get some users. That's the hardest part :silly:
Click to expand...
Click to collapse
And I see that you made an exit button, nice..... On previous version, I could only exit by pressing home button.
Keep polishing, no need to hurry, take it easy...... good luck.
Hi! I am back after two new updates. The version 0.75 is out with big changes.
Two new turrets, a gold miner and a support turret. There is also a popup with information about the defeated enemies. Some ui improvements and local push notifications. I made the notifications to be quiet. Some times it is anoying when a game send you many notifications, so I tried this to see if I improve the retention and dont make the users to remove the game becaouse of them.
I included until level 33. Some new enemies and more achievements to unlock.
I am quite happy with the progress. I am taking your advice and not hurrying, cacingbesar. Step by step the game is taking form.
Now I need more levels and create videos and trailers to show the game and to update the game page in google play.
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
h4rd said:
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
Click to expand...
Click to collapse
Thank you very much! What I have in mind for the levels to come is making them longer.
The first levels I wanted to give the player time to collect technocubes to buy turret evolutions. Then, with longer levels the player will face stronger enemies and evolve the turrets during the level will make sense.
The evolutions are not worth at the beggining in the damage/cost ratio, but because they scale faster with the tower level, with towers at level 10 and so on it is worthy to evolve a turret instead of building a new one.
This is what I have planned for the future levels
This is similar to the new turret. It increased the damage of nerly turrets by 20%. It is expensive but surrounded by strong towers it can be very effective.