[APP] Soccer Juggle - Android Apps and Games

This is my first game, I've put a decent amount of time into it, it's called Soccer Juggle. There are a few apps like it already, but mine is different because:
It supports local multiplayer (2 and 3 balls)
It supports bluetooth phone to phone multiplayer (2 balls only)
It has 50 different campaign mode levels.
It has different level modifiers.
It doesn't have "static physics" but instead makes it more difficult the longer you've had a combo, making high scores difficult.
Anyways, leave me some feedback, the app will cost $.99 when I release it, there will also be a trial version without bluetooth, 3 ball multiplayer, or levels 21-50.
The version I just uploaded will expire June 15th 2011 at Midnight 2011, depending on it's status on that date I may upload a new version with an extending expire date.
Finally, thanks to the informative sticky at the top of this subforum, I have submitted this as a draft apk to my account and it can't be stolen!
Please don't hold back on your comments, this being my first game, and first app worth looking at, I'm sure I missed a few things!
EDIT:
If you wish to unlock all the levels, enter "31415" as the "winning score for multi player" option in settings. it'll automatically unlock all 50 levels to test

any screens?

pr0necr0 said:
any screens?
Click to expand...
Click to collapse
I wasn't emailed about your response, sorry, I went ahead and worked out as many bugs as possible and published to market. There are 8 screens there.
I can't post links yet...on xda forums, market search soccer juggle, you'll find it. it's by me, crdnilfan.
The trial has been published but isn't appearing yet, regular market lag. will post when it's out.

Tried it and it's a little unresponsive sometimes. The background could be better too.
Sent from my SGH-T959 using XDA App

iynfynity said:
Tried it and it's a little unresponsive sometimes. The background could be better too.
Sent from my SGH-T959 using XDA App
Click to expand...
Click to collapse
Responsiveness is something I've really struggled with, this is my first ever SurfaceView app, and my first game, the two combine to difficult optimization due to lack of knowledge. As I learn more though, working on various other apps, I will work in optimizations.

Related

Pirate Skirmish - My first real game

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.

[GAME] Dot Boy - very hard platformer!

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.

Football Manager 2012 handheld for Android

For those who like the Football Manager series for the PC, the Android version has recently arrived!
http://www.sigames.com/news/14114/Football+Manager+Handheld+makes+Android+debut
http://www.sigames.com/news/14115/Football+Manager+Handheld+for+Android+out+now
I bought it earlier and I must say...very impressive, however...it only has a lower resolution and doesn't make full use of the 1200x860 resultion for the Galaxy Note but that is being considered by Sports Interactive!
the lower res is keeping me from buying it, for now.
and its rubbish
I didnt play it yet but the resolution is just crap!!!
Sent from my N-7000 using hands...
thanks for sharing
Thank you for sharing with us, but the video isnt about FH 2012...
I agree but for $9 I expect a quality product that at LEAST takes advantage of the entire screen.... Not some half assed compatibility
Sent from my GT-N7000 using xda premium
mauaus said:
I agree but for $9 I expect a quality product that at LEAST takes advantage of the entire screen.... Not some half assed compatibility
Sent from my GT-N7000 using xda premium
Click to expand...
Click to collapse
Thats your right - I've done my best to ensure the game works on as many devices as possible, now the game is out we're looking to provide additional skins for devices during updates to the game.
I apologise that we couldn't get these ready for release, but to be honest we're still trying to assess which of the myriad of different devices/resolutions are the most important to support at present (I looked at automatically scaling the display to fill the screen but on a text heavy game it ended up rendering in a blurry manner and I felt it better to go with crisp text in a bordered window than give people headaches).
Marc Vaughan said:
Thats your right - I've done my best to ensure the game works on as many devices as possible, now the game is out we're looking to provide additional skins for devices during updates to the game.
I apologise that we couldn't get these ready for release, but to be honest we're still trying to assess which of the myriad of different devices/resolutions are the most important to support at present (I looked at automatically scaling the display to fill the screen but on a text heavy game it ended up rendering in a blurry manner and I felt it better to go with crisp text in a bordered window than give people headaches).
Click to expand...
Click to collapse
I really didn't mean to come off as an ass haha I hope you will support the note, it sold pretty well and has a solid following.. Lots of people mentioning the note in the si boards and in Google play reviews.
Sent from my GT-N7000 using xda premium
mauaus said:
I really didn't mean to come off as an ass haha I hope you will support the note, it sold pretty well and has a solid following.. Lots of people mentioning the note in the si boards and in Google play reviews.
Click to expand...
Click to collapse
The Note does appear to be popular and I hope that we will be able to support a HD skin for it in the near(ish) future - we're doing the utmost we can to support the game to the best of our ability and will be rolling out updates for the game as promptly as possible.
In case its of interest to people this is the current 'state of the update'' taken from the SI Games bug forum:
#3.4a - First Android Update
Improve alignment of text on dialog box (HD Skin)
Add warning if app is run on a device with inadequate resolution
Welsh Manager Performance Award Fix
Port Vale Point deduction
Fix rare issue in European comps if a minor club wins major competition
Fix for Vans Trophy issue if a conference club qualifies for Europe
Minor text fixes (grammar and translations)
Improve the manner in which players react to bankruptcy
Added apostrophe to keyboard
Fix crash if you slide out physical keyboard while scout search is happening
Improve accuracy of required storage space calculation
Fix very rare corruption of player history in long term saves
Hardware Back button now does 'back' in the game when applicable
(Please note we won't indicate any items on here until they're completed - this included new skins, so the fact that something isn't present doesn't mean it won't be done - just that its not completed at present)
I'm suprised you didn't develop for a tablet target screen and scale down. Rather than aim for the small screen and scale up. Alas though it doesnt quite fill the screen I have many other niggles with the game that irritate me a lot more than the res!
Sent from my GT-N7000 using XDA
davexeno said:
I'm suprised you didn't develop for a tablet target screen and scale down. Rather than aim for the small screen and scale up. Alas though it doesnt quite fill the screen I have many other niggles with the game that irritate me a lot more than the res!
Click to expand...
Click to collapse
I looked at that approach but found that the different aspect ratios between the various devices available made it untenable - simply put as you scaled down the text became blurry and unacceptable for reading imho.
As such the safest approach was to implement skins for various resolutions and use them, the current HD skin works on all devices - but isn't optimal for the larger tablets at present.
If you have other niggles then please by all means post away - any constructive feedback you can give will help me continue to improve the game (I like people actively complaining about my products so long as they do so in a constructive manner ...people just saying 'its great' don't help it improve as much as someone explaining what I might do to improve it).
Marc Vaughan said:
I like people actively complaining about my products
Click to expand...
Click to collapse
Well that must have come in handy over the years!
Very impressed with the level of support as always, Marc.
I will buy this but I might wait until there's a Note skin.
-
A dream piece of functionality for a handheld FM game would be drawn 'playbooks' which would be perfect with the Note's pen input - tap two points to indicate a pass, draw a line to indicate a move and scribble to tell Pav to "just f-ing run around a bit" - that sort of thing.
JolyonS said:
A dream piece of functionality for a handheld FM game would be drawn 'playbooks' which would be perfect with the Note's pen input - tap two points to indicate a pass, draw a line to indicate a move and scribble to tell Pav to "just f-ing run around a bit" - that sort of thing.
Click to expand...
Click to collapse
I LOVE that sort of concept - but its a long term thing I'm afraid, it takes time to move an application forward, especially with a small team (the FMH team across all three platforms (Android, iOS and PSP) consists of me and Richard Jones as the only developers) ... I've lots of plans in this direction don't worry (along with various sketches of how I want the HD skin to eventually look.
Please bear with me - its a long journey to where we're heading, but I hope you enjoy the ride
Marc, between the SI forums and here (probably others too) I'm surprised you find any time for development. Appreciate the time taken to improve the game.
I'd like to have the option of telling players what to do at set pieces, both attacking and defending; 'cover the far post', 'pressure the keeper', that sort of thing. Also the option to give the team a right b0llocking at half time would be good.
Really enjoying playing FM again though, even with the black borders. Nothing else is getting a look in, game-wise, at the moment.
I shall update with my niggles when I get more chance to fully 'absorb' myself into the game. Little things like easily comparing player stats is one, but as I'm a bit of a noob to this game it could well be there's an option I've missed!
raines43 said:
Marc, between the SI forums and here (probably others too) I'm surprised you find any time for development.
Click to expand...
Click to collapse
I'm not a big believer in sitting around idle while I wait for things, as a developer there are frequently times in the day when you're waiting for a build to be done or a test to finish ... when thats the case I often nip online and try and make a post or two.
Appreciate the time taken to improve the game.
I'd like to have the option of telling players what to do at set pieces, both attacking and defending; 'cover the far post', 'pressure the keeper', that sort of thing. Also the option to give the team a right b0llocking at half time would be good.
Click to expand...
Click to collapse
I know I'll be expanding the game feature set in the future HOWEVER its vital imho that I keep the game flow nice and fast and easy to pick up and use, its for this reason I'm not rushing to put such options into the game... this isn't to say I won't do it, but I want to ensure its done right and the speed and feel of FMH remains intact when I do so (ie. watch this space, but its probably not something I'll do quickly as part of an update).
Really enjoying playing FM again though, even with the black borders. Nothing else is getting a look in, game-wise, at the moment.
Click to expand...
Click to collapse
Cool - glad you're enjoying the game
---------- Post added at 06:18 PM ---------- Previous post was at 06:17 PM ----------
davexeno said:
I shall update with my niggles when I get more chance to fully 'absorb' myself into the game. Little things like easily comparing player stats is one, but as I'm a bit of a noob to this game it could well be there's an option I've missed!
Click to expand...
Click to collapse
You're correct that there isn't currently a 'compare' option in the game - its something I want to add in, but its the actual 'UI' approach to it which I haven't got down 'pat' yet .... once I come up with a system I think is intuitive and easy to use I'll definitely look to add that in.
Update is out for the game and it now runs at full screen (it's actually 1280x720 but you can't tell it isn't full screen). Haven't checked out everything else that the update does but what I've noticed so far: The ball animation is jerkier on the game highlights, as are some player movements. Also one of my players hit a shot over the goal and onto the roof behind but it gave it as a goal. That hadn't happened in the 5 seasons I've played before the upgrade. Still, happier having the full screen mode than not and still loving the game.
Another bizarre 'goal', my player kicked the ball out over the half way line (off the bottom of the screen) and it was given as a goal.
Have to ask why has the exit game button been removed from the main menu screen? To leave the game I now have to press the home button and then close FM2012 in the task manager. A bit clunky.
raines43 said:
Another bizarre 'goal', my player kicked the ball out over the half way line (off the bottom of the screen) and it was given as a goal.
Click to expand...
Click to collapse
I'll check into this.
Have to ask why has the exit game button been removed from the main menu screen? To leave the game I now have to press the home button and then close FM2012 in the task manager. A bit clunky.
Click to expand...
Click to collapse
The 'exit' button had to be removed I'm afraid as a very small minority of devices (5 reports) had problems with it working - the effect of these problems was severe for the individuals concerned (ie. crashed the devices or caused issues with the SD Card) and so I felt it was better to remove it as I couldn't track down the reason it was occurring for them.
I am however planning on including an 'invisible' exit option in the next update - ie. clicking the 'back' button on the game entry page will then bring up a 'are you sure you want to quit the app' option - hopefully that'll be the best of all worlds for everyone (he says optimistically ).
Thanks Marc, I've played quite a few more matches and nothing else weird has happened since the halfway line 'goal'. Unless you count Barnsley being 3rd in the Premier League as weird.

[GAME][2.1+] Lexigon 1.1 - FREE Word Game!

Hello Everyone!
I've spent a year writing a cool word search game, and I've just ported it to Android.
My Game is FREE and is in Google Play -
(if I wasn't a noob a link would be here) Google Play - Lexigon
Have a play with the game and let me know what you think!
thanks!
andy
PS: There is some proof that this game was enjoyed as far back as the 15th century, but don't listen to me read on...
( well if I wan't a noob, another amusing link would be here. search for 'LazyBrush', 'Lexigon' and '15th Century' for those will a will)
PPS: Maybe a kindly soul can post these two links in a reply?
PPS: Version 1.1 removes 'Read Contacts' Permission. Thanks for Comments!
I will check the game out..
Sent from my SPH-D710 using xda premium
Looks interesting... link: https://play.google.com/store/apps/details?id=uk.co.lazybrush.example
sinksterĀ©
Cool game! Do you get more points for longer words?
Sent from my GT-I9000 using XDA
Is there a reason for the app to read contacts?
Sent from my PG86100 using xda premium
Hello again,
Thanks for downloading and for the feeddback!
I use 'Scoreloop' for the online high score and it requires access to contacts. I know it sounds scary but I think that is standard for any online high score server isn't it? (I tried using GREE but it seemed very alpha when I did the port and so didn't compile!)
Yup, longer words more points. Later levels more points. Nice coloured Lexigons more points, blue and green. Bad coloured ones less points, black and red. You can tap to select letters and double tap to submit word, or much faster just slide and release to submit word makes the game very fast.
Glad you all liked it, all I need now is more downloads. I feel like Agent Smith from Matrix....MORE....
Thanks again,
Andy
will try +1 download )
but why strange permissions are required?
scoreloop read contacts
_agringo said:
will try +1 download )
but why strange permissions are required?
Click to expand...
Click to collapse
I've done a little more digging why Scoreloop require, or should I say, in the integration guide said I needed to include access to contacts.
This article, (I'm still a noob - so URL changed to not be a URL), talks of another developer using scoreloop asking the same question.
http support.scoreloop.com discussions/questions/78-read_contacts-permission-for-android
Seems I can remove the permissions for contacts read without a problem. I will do that promptly.
Thanks again,
Andy
really fun game, thank you! Works perfectly on MM2.
Update
Hi,
So I've update this game without the Read Contacts permission. Game still works fine! Thanks again for trying the game and all the comments!
Have Fun,
andy
Great game, very addictive!
However, the game/server doesn't seem to be logging my scores...
When I start the game, it says my high score is 2800... despite having gone over 50,000 a few times. In fact, I just did 65,000 (? - not sure of the exact score now, since there is no record), it didn't appear on that game server.
How about a game pause/resume option, as well as a highscore chart on the phone itself (by playerID: points & level)?
And while I'm thinking , how about adding a different dictionary? I'd love to play this in Spanish too!
I'd also like to understand how to maximise the score, do the letters have an implicit value like in Scrabble? And how are they multiplied/(divided?) by the different colours? I see that getting a 6 letter word generates a lot of points, so is 6 much better than 5, which in turn is much better than 3, etc?

[GAME][2.2+] iTavli - Three backgammon like games 3.2

Hi everyone,
I am really excited to announce my application "iTavli - Three backgammon like games", which is a board game. If you are familiar with the backgammon game, you will love the other two games: blockgammon (or plakoto) and narde (or fevga).
The difference between these two games and the backgammon game, is that in the blockgammon game you block your opponent's single checker when you land on it, and in the narde game you can land your checkers in open or friendly occupied places.
This app runs on Android devices running OS 2.2 and higher, is free of charge and you can download it at Google Play
Version 3.0 was released yesterday, with the following new features:
- New UI for tablets
- Minor enhancements in the UI for smartphones
- A player can resign an online game
As with the iOS version, all games are free of charge, but with ads. Currently, you can not purchase the extra games (i.e., the Plakoto (or blockgammon) and the Fevga (or narde) game), but we plan to add this feature soon
Please, do not hesitate to contact me for any question that you may have
Thank you,
Vasilis
Very nice. Here is a link to the app at play store. iTavli
Hello everyone,
Version 3.1 is ready for download, with the following new features:
Use virtual coins to rent and play a game without ads.
Use virtual coins to bet during an online game
Several reported bugs/issues are fixed
I am looking forward to your suggestions
Thank you
Very nice
Version 3.2 is ready for download
The iTavli application is integrated with the Facebook, and you can now invite your online FB friends to play a game.
Your friends are sorted alphabetically, and you can invite those who have installed the Facebook on their iOS or Android device.
Finally, this version has some minor changes in the UI, which should make the application more responsive
Enjoy the game
Good engine.
Very nice, a lot nicer than others tavli/backgammon apps.
I would loved to see though:
-quicker roll dice and moves
-combined moves
that way a game would be much quicker as the real one!
vespa.truccata said:
Very nice, a lot nicer than others tavli/backgammon apps.
I would loved to see though:
-quicker roll dice and moves
-combined moves
that way a game would be much quicker as the real one!
Click to expand...
Click to collapse
Hi, thank you for your feedback.
With regards to the quicker roll dice and moves, did you check the option in the Settings screen?
What do you mean by "combined moves"?
We identified an issue with one of our ad network providers. We disabled that network, and the game should run again smoothly.
Furthermore we received some crash reports from various users, and we released version 3.2.1 which should fix this problem
Vasilis77 said:
Hi, thank you for your feedback.
With regards to the quicker roll dice and moves, did you check the option in the Settings screen?
What do you mean by "combined moves"?
Click to expand...
Click to collapse
By combined moves I mean when I have a roll dice, let's say 5 and 6, I would like to have in the options not only the move of a 5 or 6, but also the straight 11 so I don't have to click twice, first ie. click 5 and then click 6.
No biggie, just a suggestion!
vespa.truccata said:
By combined moves I mean when I have a roll dice, let's say 5 and 6, I would like to have in the options not only the move of a 5 or 6, but also the straight 11 so I don't have to click twice, first ie. click 5 and then click 6.
No biggie, just a suggestion!
Click to expand...
Click to collapse
xm, Depending on the dice and the selected checker, when you tap on a checker you will see 3 possible moves. Namely, if you roll a 5 and 6, and you tap on the checker which is at the beginning (this applies to all three games) of the board, you xan move that checker to three positions: 1) one which is 5 blocks away, 2) one which is 6 blocks away, and 3) one which 11 blocks away. Is this what you are describing?
Also, did you manage to change the speed of rolling the dice and moving the checkers in the Settings screen?
Ok, I didn't write that good enough last time. I mean, when you are playing "portes" and you have a checker out, when you have the options you can only do the first two, inside the first 6 block. In case you want to make a combined move (placed in and move) you have to click two times. Like I said before is not biggie but makes the game faster, that's all...
For your second question, I honestly can't find where settings are??
vespa.truccata said:
Ok, I didn't write that good enough last time. I mean, when you are playing "portes" and you have a checker out, when you have the options you can only do the first two, inside the first 6 block. In case you want to make a combined move (placed in and move) you have to click two times. Like I said before is not biggie but makes the game faster, that's all...
For your second question, I honestly can't find where settings are??
Click to expand...
Click to collapse
oh, yes, this is definitely a nice and useful feature. It is one of the things that I would like to add, but it needs a lot of testing, as you may remove a chip that you are not allowed to.
If you have a tablet, then you simply click on the "Settings" button
If you have a smartphone, then you scroll the screen to left. If you scroll it to right you will see the players who are currently online, and if you scroll even more to the right, you will see some online statistics.
Man, i'm sorry, I really didn't know that I should scroll... Now, I've got it! Cool speed, ok! But perhaps an indication to slide on screen could be helpful.
Great work, thanks!
Inviato dal mio Nexus 5 utilizzando Tapatalk
vespa.truccata said:
Man, i'm sorry, I really didn't know that I should scroll... Now, I've got it! Cool speed, ok! But perhaps an indication to slide on screen could be helpful.
Great work, thanks!
Inviato dal mio Nexus 5 utilizzando Tapatalk
Click to expand...
Click to collapse
No problem, apparently you missed the welcome text
I am wondering if anyone is reading it
Sound really awesome game. I am downloading right now! Vasilis you are from Greece right?
Efharisto
bfc_xxx said:
Sound really awesome game. I am downloading right now! Vasilis you are from Greece right?
Efharisto
Click to expand...
Click to collapse
Yes, I am . Thank you for your nice comment, and
I am looking forward to your feedback.
Enjoy the game
Version 3.3 will soon be ready for download, with the following changes:
- Changes in the UI
- Fixes the annoying "Please check your network" message..... you see this message only if you have disabled the network
Dear all,
I am pleased to inform you that version 3.4 is available for download. This version supports playing any game over bluetooth, but most importantly, it offers in-app purchase to purchase the games (Plakoto and Fevga) and play them without ads!!
Dear all,
I am pleased to inform you that version 3.4.1 is available for download.
This version has a new A.I. for the games Portes (Backgammon) and Plakoto (Blockgammon).
We are looking forward to your feedback

Categories

Resources