Related
Hey there,
There is a Settlers of Catan game for the iPhone. I'm wondering if anyone knew of that game being ported to Android any time soon? All I can find for Android is the 'Better Settlers' which helps with setting up the board.
Thanks in advance for any info!
Jeremy
shameless "bump!"
I would guess there would be copyright issues or some such :S
well you could try developing your own game..
I'd like to see settlers of catan on this platform too!
Me too, if someone is interested in doing the gameplay, maybe graphics, or whatever else. I would be happy to do the development.
Doesn't neccessarily have to be clone as such, it can have similar gameplay. Try playing something like Travian, it's similar but not exact.
It's a game I'd love to have on my phone . . . don't know it well enough to have a go at dev, but I'd be happy to alpha/beta/gamma test if someone gave it a crack . . .
there was a flash game i found a while ago - never got it working on my mogul though. Also I could help with graphics if a new game was designed
I'd love a SoC game for my Evo. Any new info on this?
Sent from my HTC Evo using Tapatalk + Swype
This would really be great. Id like a version where you could play with others on different phones via wifi/3g. It would be a lot of fun to play with friends and coworkers through out the day (or week as needed)
Sent from my SAMSUNG-SGH-I897 using XDA App
mesasone said:
This would really be great. Id like a version where you could play with others on different phones via wifi/3g. It would be a lot of fun to play with friends and coworkers through out the day (or week as needed)
Sent from my SAMSUNG-SGH-I897 using XDA App
Click to expand...
Click to collapse
Agreed. This would be an awesome
Multi-player app especially if you could save and resume a game. You'd almost have to have one person host the game so the data is all housed on one SD card.
Other thoughts are the ability to change the rules before starting, built in chat and or push to talk functionality, bartering alerts, next turn alerts, review of score and previous actions, the list goes on.
If someone is serious about developing this then I am totally willing to help think it through and create graphics. Send me a PM.
Sent from my HTC Vogue FroYo using XDA App
Settlers of Catan Android game in the works
I've been having a dabble with android development and have been working on a Settlers of Catan game as it is such a great game and it's a good way to learn android dev.
I'm ready to admit that someone might beat me to it, whether by making the iphone version available to android or whatever, but still if anyone is interested in a) helping out on the project b) doing some testing or c) pimping the game, let me know! You can contact me on cettlersofsatan at gmail dot com.
It's currently in SVN online in a single user repository. But I would happily move it to Google Code or something if others were interested.
I'm as eager as everyone else to see this project pull through. And stone do NOT lose faith. It is always better to have an option then only one option for a game/app.
I have assembled a list of people who expressed interest in helping:
stoneskin - work in progress
niknah - dev
Willuknight - graphics
ii Candor ii - graphics/thinktank
DJGibbon - test
You guys should really get together especially with stone and get cracking! Heard some good ideas and plenty of offers to help. The XDA community NEEDS A SETTLERS!
Thanks guys!
I'd love to help too. I don't think can commit the time to help with development though. Real life is just too hectic lately. However, I'd love to help testing.
If the time opens up, I'm interested in helping with development.
As to graphics, just no skills to bring to the table. Although, I did have a thought last night on this subject. The game might be more playable with simpler graphics. Instead of trying to have an understandable picture of sheep/ore/... on the hexes, just use colors. Light green for wool/sheep, dark green or brown for lumber, goldenrod/yellow for wheat, dark grey for ore and dark red for brick.
Work in progress!
Gino, Latenk, thanks for the feedback. Here's the deal.
I agree, simple graphics to start with, I've uploaded a screenshot, but before anyone analyses it too much , let me state what I want from the project initially.
1) The basic game (i.e. no expansions) in full.
2) Multi-player (up to 4 initially) or single-player (with AI) on one phone.
3) Basic graphics, but a clean separation in implementation so that the graphics, special effects, zoom, board rotation, whatever the monkey-magic one wants, can be added ON TOP OF the rest of the app.
4) Game is free (shouldn't be any copyright issues right?) and would be great if it could get onto Android Market or equivalent.
5) Open source?
I hate graphics, hate the tweaking, fiddling, pixel-adjusting and so on, so I've knocked up the simplest GUI imaginable. I've slapped on a handful of buttons which as you can see, have rubbish little text labels - RD = Roll Dice (in one of the screenshots it's displaying the number rolled), BR/BS/BC are build road/settlement/city, MR = Move Robber, C=Cancel, D=Done, X=exit.
In these shots I'm not even playing a game, I'm in a test mode where I'm just free-building. My colour is white. So a hex-side is painted white for a road, the small circles are settlements, the large circle is a city. The large red circle is me selecting a vertices. As you can see, the current player (Bob) has no resources (free-building) but resources are laid out with shoddy little cards.
So the graphics are v. poor. But I'm not too concerned right about it right now.
Where have I got to?
I've got the basic 'model' in place. That is the game model that maintains hexes, vertices, hex-sides and their roads/settlements/cities.
I haven't even touched on AI, ports, trading.
I'm trying to build the app cleanly, so the views have no concrete knowledge of the game model, and any calls to it are interfaced out.
But this is my first Android app, so I'm learning from scratch, possibly comitting all sorts of Android crimes.
I'm a full-time .Net developer, so I'm kinda fitting this in around job/family and so on, so progress is slow.
Here are my thoughts. I'll aim to get this to a clean/stable state within the next week or so, then if others want to get involved in dev I'll create a Google Code project (or equivalent) and sort it out from there.
I'm currently building against 1.6 because I have an X10 mini. It would be great to support up to the latest API versions.
Ok, uploading the images now. Graphics ARE AWFUL but I'm focussing on the game at the moment.
By the way, if anyone knows what licensing/copyright issues there are with something like this please let me know. I've currently called the project 'Cettlers of Satan' 'cos that made me smile. If rights issues meant it can't go through market places then so be it, but would be great if someone could research this.
Haha, you know that is a basic layout but gets the job done! What you could do is have the game map be at least twice as large as say the resolution of a N1 screen. Enable finger scrolling and/or pinch to zoom (comlpex perhaps but a thought) and let people move around the game map as needed. That'd allow for better graphics, larger maps, and a larger feel to the game. The HUD could possibly go up either side of the game map. In fact I'd say make landscape mode MANDATORY so you have the extra real estate.
Check this out: http://games.asobrain.com/
That is what I envision this game like. That game is everything this game COULD be and he even found ways around copyright. Check that game out, play a round or two and it will give you plenty to think about/use as inspiration. Obviously no need to copy, but you can use it for ideas.
Lastly, the previous statement someone made about notifications is pure gold. Allow people to play their turns then pass to the next with a notification appearing. Great ideas.
I've been there before, but a while ago and he's closed all unactive accounts and stopped registration unfortunately.
If you are a member maybe you could upload a couple of screenshots or explain to me how the GUI works in more detail.
I love the idea of finger scrolling/pinch/zoom etc. I'm gonna give some of that a go tomorrow. But like I say, what I'm initially trying to achieve is
GUI
Model
in a clean separation. So any visual representation would be possible. I'll try and knock out some basic zoom/finger scroll effects just to convince myself that my rudimentary framework will hold together.
Thanks for the quick feedback mate.
This shows the basic layout, how it all works, the HUD and such. Again this would have to be adjusted for the handheld, but in general it looks and works great!
In the top left is a pane for the players in the game. It shows Player Name, Player Color, a count of the cards in the players hand, any held and/or played D cards. This pane can be hidden if the player wishes.
The pane on the bottom left shows all things the plyer can buy and what it takes for the player to buy them. (in the android version I imagine this being a tab you can bring up to buy/see what you need and have.
Below that pane is Played Cards, and Table cards which speak for themselves.
Of course along the bottom you see your hand.
On the bottom right you have 3 buttons, claim victory, trade, and end turn.
And of course you see the dice.
Top right is the chat box.
All of this again is simply for inspiration and not for copying. This gives you a great idea of a fleshed out game and how it could look on a handset.
This is a trade window.
Two things of note here. First notice the top left. WHen a player gets cards on a roll, they show up face up for a brief moment. GREAT idea if possible to implement something similar.
Secondly, bottom right is what appears to be a chart. That shows how many times a number has been rolled. This is more advanced than what we'd need, but an interesting idea and prob easy to implement.
Now on this one a couple things to point out. Look at how they do cities and roads. Similar to what you've suggested. I was thinking maybe circles with symbols on the top (kind of like tokens or markers). Of course maybe more intricate and detailed models could be added later.
Also, that speech bubble that popped up shows where the person played their road or city or settlement. This is ESSENTIAL in some form or another on this game. Plan to include SOMETHING like it.
And lastly, this picture shows what it looks like when a person trades succesfully. Again not necessary but certainly handy.
I must repeat again that I DO NOT CONDONE OUTRIGHT PLAGIARISM with anything Asobrain has done. This is purely for inspiration and research. This should give you PLENTY of ideas!
I've got tons!
This is a beautiful start. Couple thoughts.
- The desert color isn't clearly distinct from wheat.
- The name will have to be something other than "Settlers of Catan". I'd avoid the current name for two reasons. One, a lot of us will take some degree of exception to the Satan reference. Two, it's not really different enough to dodge trademark concerns.
- I despise needing to scroll around in a game to see everything. This is my main complaint with "Pirates & Traders".
- On such a small screen, keep the UI as simple as possible. AsoBrain is wonderful. But, it is designed for a largish screen. (BTW, I hate that he killed old accounts when closing registration. I was away for just about the exact period to get locked-out).
- As we proceed, I'd like to plan for a multi-device/network play. This game would be awesome in a peer-to-peer, networked model.
Thanks for getting this started.
P.S. I *REALLY* like how you did the board. The buttons: meh. The board: Wow!
GinoAMelone said:
This is a beautiful start. Couple thoughts.
- The desert color isn't clearly distinct from wheat.
- The name will have to be something other than "Settlers of Catan". I'd avoid the current name for two reasons. One, a lot of us will take some degree of exception to the Satan reference. Two, it's not really different enough to dodge trademark concerns.
- I despise needing to scroll around in a game to see everything. This is my main complaint with "Pirates & Traders".
- On such a small screen, keep the UI as simple as possible. AsoBrain is wonderful. But, it is designed for a largish screen. (BTW, I hate that he killed old accounts when closing registration. I was away for just about the exact period to get locked-out).
- As we proceed, I'd like to plan for a multi-device/network play. This game would be awesome in a peer-to-peer, networked model.
Thanks for getting this started.
P.S. I *REALLY* like how you did the board. The buttons: meh. The board: Wow!
Click to expand...
Click to collapse
1. Agreed, the desert should be a tan, and wheat clearly a gold.
2. Also agree. It cannot even closely resemble Settlers. We can worry about the name when we have a game worth naming (I was thinking something like Travista, or something resembling travelers).
3. That is why it'd also be prudent to include a pinch to zoom or zoom controls. Let the player get in close if they wish, or let them sit way back and view it all from a distance.
4. Agreed. Simple yet elegant/complex in its design is what I'd like to see. Again give the player the option of getting as complicated as they wish. This can be easily accomplished with tabs that the player can pull out as needed. The only thing that should remain on the screen is the players hand, and a few essential buttons. Look at a game called PocketEmpires, use that idea for assembling tabs. I do feel that certain tabs should be entirely devoted to one type of action (like a building tab).
5. Once you have a basic game framework laid, you can work on making it work across the board and with all devices. The dev should focus on getting it to work native first, then move onward. As for a p2p network GREAT IDEA! If there is a way we can link this either by device or via a server that'd be the best way. Allow players to run through an entire game, or let players take their turns and move on to another player (IE pass it back and forth via notifications, similar to how Scrabble works on the iPhone).
I only wish I knew any code/dev tools to help with. All these ideas and nothing to do about it!
I just published the demo for my first attempt at a decent Android game...it was developed on a G1, on which it's barely playable, but I'm really interested to know how/if it performs on other devices. If you're bored please take a look.
There is definitely a lot of room for improvement in the AI and general optimization, but I really want to make sure I get any stability issues cleared up before I go digging through that code again, I'm still open to criticism/suggestions, though!
If you are able to get it to crash, please give me as much detail as you can.
Niiice will download now
Edit Pretty good game actualy (oh and btw im first rating and comment :L )
Looks good, not bad ! Graphics could be improved here and there, but it's a good concept ! Looking forward to the finished game.
Thanks guys! Yeah I'm really not much of an artist, I don't consider them final, but I don't know that I'll be able to improve on them much either My big plans for the full version are a lot more maps, a few more special attacks, improved AI, and multiplayer if I'm able to get it sorted out.
Pretty good! Glad to see you developing a high quality game!
PS I sent you a little message.
Has potential, it hangs up my moto droid. Hard to negotiate between screesn.
So how do i get this game on my Hero? Just take a picture of that barcode picture and then what?
villian1998 said:
Has potential, it hangs up my moto droid. Hard to negotiate between screesn.
Click to expand...
Click to collapse
Does it hang during gameplay itself or during the map loading screen? I'm halfway through a complete re-write of the AI that I hope will improve the framerate (right now the pathfinding alone takes something like 60% of the G1's CPU)
ink718 said:
So how do i get this game on my Hero? Just take a picture of that barcode picture and then what?
Click to expand...
Click to collapse
If you have the barcode scanner or goggles app you can scan that image which translates to a market link, or just search for Pirate Skirmish on the market
Awesome Concept!
Works flawlessly on my EVO. I do agree that the graphics could use a little sprucin' but overall the concept is what sets it apart. And multiplayer would make me like the happiest person alive!
Great game, keep up the amazing work!
Works nicely on my Galaxy S, no issues/bugs, a few comments
- green highlighting around which ship you've currently selected is too hard to see
- perhaps require a double-tap to change ship
- maybe slow down gamespeed a little, it's a bit hard to micro.
You could use an exit method, at least back doesn't work on my SGS. Also, a write up, at least something brief on how things work would be lovely, at least if you don't want to turn-off the average Android person who stumbles upon your game.
I just installed the game on my an Evo and it works.
Suggestions:
- Instructions on how to play, move, goals.
- The two player mode was hard navigate. Attempting to select the second player brought the first player to the second players location. Confirming movement when over a second player would be a plus.
- Background sound, maybe waves, music, ocean sound.
- Instead of pumping up the graphics, keep it simple, but decorate the maps.
- Add a story plot at the intro.
Well thats my opinion, love the work, I hope we'll see more. Thanks for sharing.
Great feedback guys, thanks! I've whipped up a How-to guide and posted it on the site (I can't post links yet I guess, but you can get to it from the market)
alovell83, the back button issue should be fixed in 1.3, can you confirm if you're still having issues after upgrading? (Actually introduced a new bug in the process, now it's a little too eager to quit when the back button is hit)
I think it's time I get to work on a settings menu, since everyone is going to have a different preference, so far I'm thinking adjustable HUD/icon sizes, ship selection method (tap, double tap, long press), and game speed. Any other suggestions?
I'm also planning to add a few new special items in the near future. I've got a couple ideas, but if anyone has suggestions for this, now's the time!
Back to the graphics, the castle graphic is probably the best example of what I'm ultimately aiming for, clean and simple...but throwing in some terrain decorations is a good idea, and I'm sure it will help a lot towards bringing the maps to life.
kinda reminds me of a long abandoned game i used to play called world of pirates online
this game has a lot of potential!
Bout to check it out. Market lagging for some reason
Sent from my HERO200 using XDA App
just downloaded the game. it's pretty good game, just need a li'l work here and there. especially the animation. and one other thing. you should put hot to play. it took me a while to figure how to play.
Well it works good so far on the hero. And I have seen apps way worse that you have to pay for. So by the time your done I'm sure it will be great.
Sent from my HERO200 using XDA App
Any way you could provide an APK? I don't know what's going on with my phone but the Market keeps crashing every time I try to DL Pirate Skirmish... not other apps, just that one. Weird.
Sure thing, here is the .apk for version 1.3.2 just published including the How to Play link from the main menu, thanks again everyone.
Since 1.3.1 I haven't seen any crashes in the dev console, but as far as I know these only show up for 2.2 devices. So again, if anyone is getting a repeatable crash, please send me the logcat output and a quick description of how you caused it. If you don't have adb installed on your computer there is another great app called Catlog in the market that will let you save and send logs from your phone.
Awesome, thanks! I'll report back after trying it out a bit.
Update: I got a "This application closed unexpectedly" within a minute or so... I was trying to attack a castle and I was tapping it over and over. I am on 2.2 using a Desire ROM by mattc on an HD2. HD2 normally doesn't have any issues that standard Android devices don't have, but who knows depending on how the app works... I don't have ADB, but I'll go get Catalog and send logs if I can figure it out.
Hey guys, I just finished up this game, I'd appreciate it if you guys could check it out and let me know what you think!
The controls do take a little time to get used to so if you die on your first try don't be discouraged.
apk link - http://www.mediafire.com/?6suhhfks72pnj
Added apk download link to OP. I didn't realize coupon codes wouldn't work for apps.
Thanks for sharing. It's fun that you wrote this game on age 10 and did port it to Android.
Some questions:
I've only played it till world 2, but are there only six levels in the version on the market?
A question about the permissions: Why does it need full internet access?
Some recommendations:
- explanation about the controls, at first I didn't noticed them on the screen.
- explanation about how to play the game in the game. I've downloaded the apk so I've missed the explanation on the market.
- decrease the speed so the controls become less "sensitive". When you're standing on the edge and want to turn around on a fairly small block, the chance is big you'll fall off. I don't think capacitive controls are accurate enough for such a sensitivity.
- ability to save. Because people play games on there phone to kill time. But mostly this if only for a few minutes and then you don't want to start at world 1 every time.
Tricky-Design said:
Thanks for sharing. It's fun that you wrote this game on age 10 and did port it to Android.
Some questions:
I've only played it till world 2, but are there only six levels in the version on the market?
A question about the permissions: Why does it need full internet access?
Some recommendations:
- explanation about the controls, at first I didn't noticed them on the screen.
- explanation about how to play the game in the game. I've downloaded the apk so I've missed the explanation on the market.
- decrease the speed so the controls become less "sensitive". When you're standing on the edge and want to turn around on a fairly small block, the chance is big you'll fall off. I don't think capacitive controls are accurate enough for such a sensitivity.
- ability to save. Because people play games on there phone to kill time. But mostly this if only for a few minutes and then you don't want to start at world 1 every time.
Click to expand...
Click to collapse
Thanks for the feedback. The apk I posted and the Market version are the same - there are 6 worlds, and each world has 4 levels, so there are a total of 24 levels. It has the internet permission because I had originally planned to put Admob ads in it.
I like your idea about letting people save. There is actually a "resume" button if you quit in the middle of a game (not including when you get a game over). I think it would be good to let people choose which world to start at though, so they can start at any world that they've already reached.
I also agree about the controls, this is where I had the most trouble because in the PC version it's a lot easier to control with a keyboard. I'll try to fix them so they work better.
I'll add a "how to play" screen. Do you think it's necessary even in the Market version, do a lot of people download an app without reading the description?
rpimps said:
Thanks for the feedback. The apk I posted and the Market version are the same - there are 6 worlds, and each world has 4 levels, so there are a total of 24 levels. It has the internet permission because I had originally planned to put Admob ads in it.
I like your idea about letting people save. There is actually a "resume" button if you quit in the middle of a game (not including when you get a game over). I think it would be good to let people choose which world to start at though, so they can start at any world that they've already reached.
I also agree about the controls, this is where I had the most trouble because in the PC version it's a lot easier to control with a keyboard. I'll try to fix them so they work better.
I'll add a "how to play" screen. Do you think it's necessary even in the Market version, do a lot of people download an app without reading the description?
Click to expand...
Click to collapse
Okay, I thought there were only 6 levels. Maybe it is also good to mention on the market that it includes a total of 24 levels so people know what they're buying.
It is indeed a good idea to let people select the world that they want to play. Most games you have to unlock the world first by completing all previous levels at least once.
If you going to make a how to play screen anyway, I should also update your game on the market. I think most people will read the description when they're buying an app or game on the market. Only with free apps and games people click on install fairly quick without reading I think.
If you've updated the game please let me know. I shall take another look and let you know what I think about the improvements.
Tricky-Design said:
Thanks for sharing. It's fun that you wrote this game on age 10 and did port it to Android.
Some questions:
I've only played it till world 2, but are there only six levels in the version on the market?
A question about the permissions: Why does it need full internet access?
Some recommendations:
- explanation about the controls, at first I didn't noticed them on the screen.
- explanation about how to play the game in the game. I've downloaded the apk so I've missed the explanation on the market.
- decrease the speed so the controls become less "sensitive". When you're standing on the edge and want to turn around on a fairly small block, the chance is big you'll fall off. I don't think capacitive controls are accurate enough for such a sensitivity.
- ability to save. Because people play games on there phone to kill time. But mostly this if only for a few minutes and then you don't want to start at world 1 every time.
Click to expand...
Click to collapse
i agree with everything above, especially the sensitivity of the controls.
other than that, nice start.
Definitely going to try this later
Edit: downloaded and loved the game, takes me back to the contra and castlevania era where controls had to be perfect or you die. With that though I do agree with the first post talking about the sensitivity of the controls, I love being able to use my wiimote to play games like this. Also like the first post I had no idea the controls were on screen, an in game tutorial would be nice. Great game though and I can't wait to beat it so you can start working on part two now
very retro
The market link isn't working and the alternate downloading site keeps saying "Error downloading file. Retrying..." :/ The game looked interesting, too.
31/8: Nvm. I guess Mediafire was messing up last night. Everything I tried to download from there was having the Error message.
Guys,
I'm looking for a good 'Word' game for the TF.
Not one like Scrabble or where you have to re-arrange a group of letters to form as many words as you can.
No, what I'm trying to find is one where you are first presented with a collection of letters in a large block and you then have to tap on each letter to form a word. You are then given a score for either the length of the word or the type of letters used.
As you tap away and a word is formed, the remaining letters above drop down the screen to replace the ones you have used and are then replaced with new ones from the top... if you get my drift.
I don't like timer's as I like to take my time, pause if I want or come back to a previously saved game.
It's a bit of an ask but can anyone recommend such a game?
You're describing the Dropwords game almost exactly (it does have a timer).
There are free and paid versions on the Android market:
https://market.android.com/details?id=com.eekgames.worddrop&hl=en
Regards,
Eric
Perfect Eric... Nice one.
When you said it had a timer I very nearly gave up on it as I don't like timers, I like to take my time and save so I can come back later.
However, because you took the effort to post I should take the effort in trying it out.
I'm very pleased I did because on loading I immediately noticed you can select a variety of speeds for the timer..... including a 'non-timer'.
Also, you can save the game and return later.
Perfect Eric..... perfect.
Good suggestion....it's a lot of fun...but it's not optimized for tablets...it would be even better then.
@Beards,
You're welcome. It's one of my favorites.
You actually helped me out - I never bothered to check out the timer options.
Thanks!
@rpavich,
It may not be optimized for tablets, but it works great full-screen on my Transformer.
Some time ago, I was also looking for a similar game (on a different OS). So much so that I made my own, which seems to fit your criteria. The name is Wordsler and is available in the Android Market (I don't have 8 posts here, and apparently not allowed to place a direct link yet).
It's got a non-timer mode, a 2 minute timer mode, and an online mode (where everyone gets the same sets of letters within a 24 hour period).
This is just a spare-time hobby, and I'm not great with graphics, so it's nothing fancy or shiny, but I think the gameplay works quite well.
Silkswift said:
Some time ago, I was also looking for a similar game (on a different OS). So much so that I made my own, which seems to fit your criteria. The name is Wordsler and is available in the Android Market (I don't have 8 posts here, and apparently not allowed to place a direct link yet).
It's got a non-timer mode, a 2 minute timer mode, and an online mode (where everyone gets the same sets of letters within a 24 hour period).
This is just a spare-time hobby, and I'm not great with graphics, so it's nothing fancy or shiny, but I think the gameplay works quite well.
Click to expand...
Click to collapse
For anyone else, here's a direct link to the game Silkswift mentions.
I had a quick look at the two pictures shown of the game on The Market. It wasn't much to go on but I downloaded and installed.
Unfortunately as soon as I went to run Wordsler it then asked me to download two sets of libraries.
Nothing is mentioned on either The Market or your developers Web Site of these libraries being required so to anyone not knowing what these are or what they do, I think most people will then do as I did which was to close the App down and uninstall.
If Wordsler is going to need additional files to run you do need to let the downloader know in advance and explain why they are needed and what happens when they are run.
HI Beards,thanks for checking it out. My apologies for not mentioning the additional libraries here. The description in the market does mention them at the beginning (with a few stars for emphasis), but it probably could use a better explanation. The extra libraries are part of the android-qt project (port of Qt apps to android).
Silkswift said:
HI Beards,thanks for checking it out. My apologies for not mentioning the additional libraries here. The description in the market does mention them at the beginning (with a few stars for emphasis), but it probably could use a better explanation. The extra libraries are part of the android-qt project (port of Qt apps to android).
Click to expand...
Click to collapse
Yes, going back to The Market I see you have now added the information on the libraries required. You also now mention it may be better to install over Wifi.
This is a good call and another reason why you needed to mention the additional libraries in The Market link.
It would also be good if you stated the actual size of the additional download. That way the installer knows full well what to expect, which in turn makes for a happier user of the software.
Although I don't think it is what I am looking for (I prefer a much larger rectangular block of letters with actions similar to that of Dropwords).
However, I'll give it a try for you. Will report back later... have a very busy day ahead.
Silkswift said:
HI Beards,thanks for checking it out. My apologies for not mentioning the additional libraries here. The description in the market does mention them at the beginning (with a few stars for emphasis), but it probably could use a better explanation. The extra libraries are part of the android-qt project (port of Qt apps to android).
Click to expand...
Click to collapse
Good game dude, i'll rate it on my computer since we can yet on market. Like said previous, you have a lot of extra sceen, so bigger blocks would be great. It would also be nice to have "Validate" button up with the words, and maybe a "Clear all" for quickly deselecting all, but that doesn't really matter. Thanks for the free DL!
Sent from my Transformer TF101 using xda premium
After playing Fortnite mobile on IOS for many months... it became obvious that supplies drop imbalance will always be an issue for me... I tried to use resource maps online but i have to constantly tab out of the game to look... It was really obnoxious to lose a game because someone gets the perfect weapon and wastes you..But with the release of the game on Android I started to work on something that can make the game more fair for everyone so here it is, took me a few weeks to do but i think its well worth it.. it lets me see where all the supplies are on the in-game map on the fly.. I didnt have time to name it so i just called it bigfoot( suggestions on naming it would be appreciated ) I only made it for android because sadly i suck at developing IOS applications.
Just want to share with because im sure im not the only person who run into supplies issues, and hope this will help anyone who tries it. (This app will always be free with no ads, because its only purpose is to help the community and making app is one of my favorite things to do)