[Word Game] Le God of Words - Android Apps and Games

Released a new word game.
Waiting for feedback....
Get it here:
https://market.android.com/details?id=in.hyprgeek.legodofwords
{
"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"
}
STATUTORY WARNING: Highly Addictive!
The Word Game with high quality gameplay and graphics,
challenging to even the most elite players out there...
Can you complete the challenge & become Le God of Words?
Scrambler Mode:
Unscramble the anagram before the time runs out in the timed mode, or go through your own pace in the standard mode.
Gets meaning automatically after a certain time, but beware, the timer keeps ticking while you read the meaning.
***Saves progress automatically in timed mode, after solving a word***
More than 16000 words, all legit, none of it imaginary, from 6-letter words upto 22-letter words.
In the timed mode, for every specific time the game is started, none of the words will ever be repeated.
In the standard mode, the words will never ever be repeated.
Classic Mode (Coming Soon):
Form words with letters and get points. Get a minimum score or unjumble the specific word to move to the next level.
Genuine & Non-repeating as in the scrambler mode.
Begin from 6-letter words and unlock upto 21-letter words.
Beautiful and more importantly, usable graphics, having specific purpose in the game.
Includes Global HighScores and Achievements by OpenFeint.
Coming Soon:
Classic Mode,
Support for more languages.
Click to expand...
Click to collapse

Update v1.3
Changed difficulty to progressive,
now unscramble a specific number of words to unlock longer words.
Upcoming Change:
OpenFeint Achievements

Looks like my kind of game!
I'm definitely going to try this out.

Installing now, looks good. Will give it a go and give feedback.

Eagerly Waiting for feedback...

HyprGeek said:
Eagerly Waiting for feedback...
Click to expand...
Click to collapse
cool game bro. really enjoying it.

Wow, it's pretty difficult. Got LAPPAL to start and it's been driving me nuts!
I think you could work on a better icon for the app, perhaps a more consistent design for the app overall. I noticed that when you start a game it requires you to press 'next' to start. Perhaps you could replace this with 'Start' and make it shift to 'Next' after the game starts.
Also, most importantly, when you hit back a couple times it displays your little 'Looks like someone is a quitter' addition, but then fails to actually quit. Makes it seem like this is a malicious app designed to stay in the background and eat your battery. I recommend you make this a priority.
Otherwise, it's got some potential!

Possible errors, or, intentional?
Love this kind of game.
Found 2 possible errors so far: 1) "sprout" not accepted but "stupor" was (both can be made from same set of letters). 2) "bursty" accepted as a word. I know it is used, but it is not an accepted word in dictionaries I've referenced.
Also, "poster" not accepted when "presto" is. And "roasts" not accepted but "assort" is. If this is an intentional part of the game, then it needs to say "ok that fits but it's not the word I'm thinking of" or something like that.
More: "remain" and "marine" not accepted, but "airmen" is.
Animations could be quicker too, IMHO - having to wait for letters to go up into the sky.

My feedback:
The shuffle button takes <i>forever</i> to reset so that I can press it again. Perhaps this is by design, but the time is extremely slow.
Shuffle should also do reset so that it takes all the letters out of the already entered ones.
Clicking a letter that has already been selected (moved to top row) should cancel that letter, at least for the last letter in the word.
Besides those few complaints, the game is really good and I look forward to spending more time with it.
<i>Edit:</i>
Just noticed this, when looking at the definition hint, time is still taken away but the timer is not animated and when you resume the game, the timer will jump to something much lower.

cool game bro. really enjoying it.
Click to expand...
Click to collapse
Thanks a lot Will get the classic mode finished asap!
k4p741nkrunch said:
Wow, it's pretty difficult. Got LAPPAL to start and it's been driving me nuts!
I think you could work on a better icon for the app, perhaps a more consistent design for the app overall. I noticed that when you start a game it requires you to press 'next' to start. Perhaps you could replace this with 'Start' and make it shift to 'Next' after the game starts.
Also, most importantly, when you hit back a couple times it displays your little 'Looks like someone is a quitter' addition, but then fails to actually quit. Makes it seem like this is a malicious app designed to stay in the background and eat your battery. I recommend you make this a priority.
Otherwise, it's got some potential!
Click to expand...
Click to collapse
Hey thanks, yeah maybe ill replace the next button with start.
About the back button, if u hit back in the quit screen, you'll go back to the main menu. Need to select one of the faces maybe i'll change the design to make them look like buttons
Love this kind of game.
Found 2 possible errors so far: 1) "sprout" not accepted but "stupor" was (both can be made from same set of letters). 2) "bursty" accepted as a word. I know it is used, but it is not an accepted word in dictionaries I've referenced.
Also, "poster" not accepted when "presto" is. And "roasts" not accepted but "assort" is. If this is an intentional part of the game, then it needs to say "ok that fits but it's not the word I'm thinking of" or something like that.
More: "remain" and "marine" not accepted, but "airmen" is.
Animations could be quicker too, IMHO - having to wait for letters to go up into the sky.
Click to expand...
Click to collapse
yeah, there can be multiple words, I'll just change to add a message if the word is correct but not the required one, anyways, you can check the meaning by tapping on the moon in standard as well as timed mode, so you know what the required word means.
and about 'bursty', it is a word in oxford dictionary
plus you dont need to wait for the letter to "go up in the sky" ...just touch them all as fast as u can and press submit
anyways guess I'll also speed up the animations a bit....Thanks for the feedback
My feedback:
The shuffle button takes <i>forever</i> to reset so that I can press it again. Perhaps this is by design, but the time is extremely slow.
Shuffle should also do reset so that it takes all the letters out of the already entered ones.
Clicking a letter that has already been selected (moved to top row) should cancel that letter, at least for the last letter in the word.
Besides those few complaints, the game is really good and I look forward to spending more time with it.
<i>Edit:</i>
Just noticed this, when looking at the definition hint, time is still taken away but the timer is not animated and when you resume the game, the timer will jump to something much lower.
Click to expand...
Click to collapse
hehe, yeah the shuffle button is designed like that, so that u dont get the correct word by constantly shuffling , maybe i'll reduce the time by 1 sec
yeah, it used to reset earlier, but i disabled it, that's what reset button is for
I've already added the removal of single letters in the next update.
Yeah, the timer keeps counting down, but doesnt show animation, due to implementation of android's dialogbox, where background app animations are deactivated. ill look into that later.
Thanks again people, for checking out the app and for all of your feedback

v1.4
* Added OpenFeint achievements
* Now you can tap the last letter of the guessed word (top row) to remove it
* Added "tap to remove letter" in instructions screen
* Clouds drift away faster in standard mode
* Sped up the letter animations
* Shuffle button delay reduced a bit
* If you a enter a different but legit word when multiple words are possible, you'll be notified that the word you've entered is not the required one, and will be allowed to check the meaning of the word, if it is not allowed yet.
Waiting for feedback, also the market ratings make me feel the app sucks. kindly rate the app if you like it and are still using it (not uninstalled yet out of frustration on back button/words)

A minor update:
v1.5
* Back button now quits instead of taking back to main menu
* Disabled "unable to submit to OpenFeint" messages, now only submission messages are shown
Looking forward to feedback/ratings

Yes I am. 142 IQ Wordsmith here *blushes* Thanx!

[bows]

v1.6
* Added Sounds
* Use menu button in the menu or while in the game to turn sound off/on
* Some crash fixes
Looking forward to feedback/ratings...

v1.7
* Fixed a major bug where sometimes, OpenFeint achievements were not unlocked
* Added a 'rate the app' button

v1.8
* Added "Give Up" button in Scrambler : Standard Mode
* You can continue after giving up by tapping the next button, no need to go back to main menu
* Added the corresponding change to instructions screen
* Fixed some issues with sound

v1.9
* Added Menu Sounds, changed shuffle button sound
* OpenFeint upgraded to latest version
Detailed one at Le God of Words Update 1.9
As usual, waiting for feedback/ratings/comments

v2.0
* ***New Classic Mode***
* New OpenFeint Leaderboard - Classic : Standard Mode : High Scores
* Added Instructions screen for Classic Mode
* Added message that says how many words you need to solve to unlock next level in Scrambler : Standard Mode
More details, here: http://hyprgeek.blogspot.com/2011/07/le-god-of-words-20.html

v2.1
* Some crash fixes
* Minor Performance Improvements

Related

[QUASI-NEW APP] word puzzle game

EDIT: FIXED MANY MANY BUGS, changed/updated the layout, removed keyboard entry method.
Crude webpage with .apk download: http://www.finnote.com/jumble (also available on market under "andJumble" or you can find just by searching for "jumble"
History:
I wrote a word scramble/jumble game as a pet project and published it to the market place. Its beta and my first app so be kind. Basically I was curious how hard it would be to create multiplayer games.
At first I built a tcpserver and client in the app and had it go out to a matching server, then the one handset would be switched to server mode, and the second would disconnect from the matching server and connect to that host. Of course this worked perfectly on wifi, but with cell connections, the cell provider's NAT prevents the connection so now I have the matching server handle the communication throughout the life cycle of an online game.
If you like word scramble games, please give it a try and give me some feedback. I'm not exactly a master programmer nor graphics guy, like I mentioned its just a pet project.
FEATURES
* >60,000 words in supplied database
* ability to create your own word database and use it alone, or in conjunction with system database
* ability to set system words to be ignored
SOLO GAME PLAY
* option to change the # of rounds per game
* option to change the minimum and maximum word size for the game
* option to change the seconds per round and delay between rounds
* Option to see hints on incorrect guesses
* Three modes: Exact match: round advances when you form a word using ALL the letters, Anagram: round advances when you find all possible words that use ALL the letters, Scrabble mode: Round advances when you find all possible words of 4 or more letters from the supplied letters
BLUETOOTH HEAD TO HEAD:
* Multiplayer head to head match over bluetooth - play against a friend.
* Chat to send text messages during game using keyboard
NETWORK (Lan & cellular)
* Multiplayer Network head to head play
* Game toggles host each round so neither player has unfair advantage due to network (cellular) latency
* Can enter a username/pwd to save your online record
* Can enter a game code you could share with someone else and you will only be matched with someone who enters the same game code
* Chat to send text messages during game using keyboard
* JumbleBot generally online that will serve as opponent for online play if no one else is connected.
and Its FREE!! (has a few ads - i'm just playing with admob at the same time)
Please check it out and give me some feedback - tested with N1 and Motorola Droid. Just search for andJumble, or just jumble.
Here are some updated screenshots:
{
"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"
}
Thanks!!
Re: [NEW APP] word puzzle game
Hi, I couldn't find this in the Android Market.
I'm running 2.1 on a rooted Milestone if that helps.
Thanks
-------------------------------------
Sent from my Milestone via the XDA Tapatalk App
Hmm - thats odd. It requires 2.01 or higher (sdk 6)
I can find it on market with Rooted Droid running 2.1 on Verizon and with unrooted Nexus 1 on AT&T running 2.1 update 1 just by searching for "jumble"
anyone unable to see it on market? I wonder if its an export issue? I've never posted to market before so don't know all the issues there might be.
the .apk is at http://www.finnote.com/jumble/Source/aJumble.apk
stooby said:
Hi, I couldn't find this in the Android Market.
I'm running 2.1 on a rooted Milestone if that helps.
Thanks
-------------------------------------
Sent from my Milestone via the XDA Tapatalk App
Click to expand...
Click to collapse
maybe this works?
Beta 0.5.19 uploaded to market - fixed Bluetooth head-to-head which was totally broken before and I didn't realize it
Re: [NEW APP] word puzzle game
I definitely couldn't find it in the market so it may be because I'm in the UK.
I've downloaded it from your direct link and I'll give it a go.
I'll post my feedback in this thread.
-------------------------------------
Sent from my Milestone via the XDA Tapatalk App
stooby said:
I definitely couldn't find it in the market so it may be because I'm in the UK.
I've downloaded it from your direct link and I'll give it a go.
I'll post my feedback in this thread.
Click to expand...
Click to collapse
Thanks. BTW there a new version (on updated link on first post) that fixes a lot of issues.
The network head to head works well when i've managed to find an opponent - but with only around 100 downloads, I basically have to stare at the matching server to see when someone joins. I think for the network version to be really good it needs thousands of downloads so there are always a few people online - but I really don't know how to get that kind of penetration. And the fact it doesn't seem to appear outside the US (if you are any example) isn't helping
jumble is one of my favorite puzzles in the paper. i'll give it a go thanks!
fixed just a few bugs :/
Version 24 (Beta 0.5.24)
NETWORK GAME Fixed funkyness with username failing to register
NETWORK GAME fixed password reset on playAgain()
Version 21 (Beta 0.5.23)
Added ability to set network game password so you will only be joined with another person who entered the same passwordNETWORKGAME: fixed possible force close event on quitting a network game while queued for the first time (or application locking up)
GENERAL: fixed possible force close when in button mode but not AutoCentering buttons
Version 20 (Beta 0.5.22)
added toast for network game to let people know to use the letter buttons for guessing and the keyboard for chatting.
Added ability to set preferences for game button behavior (auto centering or not)
Version 19 (Beta 0.5.22)
Changed button view "keyboard" buttons to make them more consistent and pressable
NETWORK, BLUETOOTH, BTNMODE: Added option on main screen to autocenter buttons. Default is true. When false, the unused letters will remain in place.
Cleaned up footprint of main page, removed lots of unused garbage.
Marginally increased "intelligence" of jumblebot. He was too slow before.
NETWORK: Added notification when difficulty auto-increases.
Version 18 (Beta 0.5.21)
WORD MANAGEMENT: can now find words starting with, containing exactly the search characters, or all possible words from containing any of the search characters (results limited to words 4 or more characters). Handy for cheating at scrabble I guess
ALSO a feature that people might not know:
You can import a text file to the user word database by entering the path on the sdcard to the file where the file is a text file with a single word per line. (I forgot to indicate when its done importing, but i'll do that on the next release)
Anyone try this? Any feedback?
I've only seen 2 or 3 people connect via network - Have people tried and it didn't connect?
Thanks
Hi I just tried your game, but not on online. Just wanted some single player brain training. Here's alittle feedback after a couple games:
1. It would be nice if you supplied the answers to words you get incorrect or don't know. Maybe during the time it takes to load the next word?
2. Sometimes i spell the word correctly, press the enter key, but it says i'm wrong. So i retype and press 'Guess' and it'll except it. This happened twice in 3 games of 5, and I remember of the words being RIMS. Actually its funny, cause it wasn't even jumbled either... hahah I guess it was a gimme.
3. Some options like play again or stats or summary of words at the end of the game would be great!
Anyways, I'm playing on a rooted Droid running BBv1 rom and Swype. Other than that though, I'm a fan of puzzles and stuff and it was fun. I'll play some more during the week and let u know what else I think.
Biz
Ahhh the online interface is much better. It gives you the correct answer at the end. Although it said 3 people were online, I think i was just playing against myself. After I missed the word EXEC, it gave the right answer then crashed. I was able to still type into the chat room, but I was unable to exit and it eventually FC.
biz79 said:
Hi I just tried your game, but not on online. Just wanted some single player brain training. Here's alittle feedback after a couple games:
1. It would be nice if you supplied the answers to words you get incorrect or don't know. Maybe during the time it takes to load the next word?
Click to expand...
Click to collapse
That is one of the options you can enable "Show all matches" will show all words it would have accepted.
2. Sometimes i spell the word correctly, press the enter key, but it says i'm wrong. So i retype and press 'Guess' and it'll except it. This happened twice in 3 games of 5, and I remember of the words being RIMS. Actually its funny, cause it wasn't even jumbled either... hahah I guess it was a gimme.
Click to expand...
Click to collapse
Might be a caps thing if you are using the keyboard to enter stuff - or maybe the keyboard is auto-inserting a space and I need to trim it. Also Swype is definitely problematic since it changes the way the keyboard interacts with input boxes. In fact, i used to have a warning popup if it detected a non-standard keyboard. You may want to enable "button mode" which uses the same input method (press the letter buttons) for solo play as the online version does. I might remove the keyboard input from solo play entirely - but i'm leaving it now in since its built.
3. Some options like play again or stats or summary of words at the end of the game would be great!
Click to expand...
Click to collapse
I am doing that for the next release of the online version - it will track:
-number of words founds
-number of rounds played
-number of points awarded
-number of points opponent was awarded
-number of wins, number of losses, number of times your opponent quit or was disconnected, number of times you quit.
-total time spent playing online.
Anyways, I'm playing on a rooted Droid running BBv1 rom and Swype. Other than that though, I'm a fan of puzzles and stuff and it was fun. I'll play some more during the week and let u know what else I think.
Biz
Click to expand...
Click to collapse
Thanks for the feedback!! I hope to have the next version released today or tomorrow.
biz79 said:
Ahhh the online interface is much better. It gives you the correct answer at the end. Although it said 3 people were online, I think i was just playing against myself. After I missed the word EXEC, it gave the right answer then crashed. I was able to still type into the chat room, but I was unable to exit and it eventually FC.
Click to expand...
Click to collapse
hmm - i thought i had found all the force close issues on network play but i msut have missed one. In any event the network module has some backend changes on the server in preparation for the next front end release so it could be some incompatibility with versions - i'm trying to maintain backwards compatibility as much as possible since I don't post all the updated betas but I think I might have to cut it off with the next release.
I've really updated the app since my first post about a week ago. I think I cleaned up most of the FC's, changed the game play a bit, added more options for single player mode, added quick game summary, option to replay, online network stats (wins/losses/quits), option on letter-button behavior (autocentering) and a bunch of other stuff. Still looking for feedback if anyone's got some. Can post it here, or from within the game.
Thanks!
No screen shots?
gogol said:
No screen shots?
Click to expand...
Click to collapse
oh yes. I havent really spent much time doing the layouts yet. I'll probably work on the scoring next then do the layouts.
Solo scoring is rather meaningless at the moment.
Head to head scoring is every word is assigned a point value - if you guess it first, you get the points added to your health, and your opponent loses them from their health. That way if two people are evenly matched, it the game could last a long time with lots of rounds, if they are totally mismatched, it will be mercifully quick. If neither player guesses before time runs out, they both lose the points- thats so all games end and players don't just hang out and use the in-game chat or forget they are playing a game.
I've made massive changes to the game since this first post - i think its come a long way. I haven't gotten any feedback from people here - but would love some either in this thread or from the in-game feedback button.
Here are some updated screenshots:
tried it and i love it.
one thing would be great: i'd love to use a german dictionary, since my english isn't very good.
maybe an option would be to use the built in dictionary that comes with your phone.
besides that, i won't come very far, since i don't know the words
Hi
can you send the market link
trying from India and not able to find in market and the apk link given thr

[APP] Island Settlers (board game - catan)

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

[GAME][2.1+] Minesweeper: Unlimited! v1.1

Ok, now here you are and asking me if there are not enough minesweeper games around the planet - i say no, mine is the best and that's the end of it just kidding (but it is..).
{
"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"
}
First of all, this Minesweeper Game runs on a hexagonal Layout (as you can see) - nothing really new so far (but i really love hexagons, can't tell why) but this is not ordinary Minesweeper, no it's unlimited Minesweeper - and that's what it is: unlimited! You can have every board size you wish .. or as much as your memory can hold to be honest. I admit at the moment it is capped with a maximum of 9999x9999 fields, which is enormous huge.
Here you can see a small video of the game in action:
Screenshots:
You can scroll, you can zoom (pinch to zoom) and it has Fast Reveal:
If you flaged all bombs around a Number field - just tap the number field and it reveals the adjacent pieces - (like minesweepers know) - so you can just enjoy the game.
There is a free Version available:
https://market.android.com/details?id=com.rnet.minesweeper.free
It's the whole game, but without autosave (or save at all) and without highscores. No Ads at the moment (because it's xmas) but maybe I will Ads later .. don't know at the moment. (I need food and so, you know )
And there is the full version - which is supposed to support the developer (me) - it has autosave on close/pause and stores local highscores for each board you play.
I wanted to add a global highscore system, but i am not sure what to take, maybe i make one myself or I will implement .. scoreloop maybe? I am just concerned about permissions, I dont want to spoil the gameplay by implementing features which turns the players off But i have to say, that - say scoreloop - truly will have some marketing benefit .. What do you think about it?
Please try my newest game and let me know what you think. The game is ready for all android devices (>=G2) and all screen resolutions - it should perform well, because even in the emulator(!!) it is playable.
PS: I haven't found out if "Minesweeper" is truly a trademark or not .. really, I have no idea .. hopefully noone will sue me (here on my little island) ..
some feedback:
my suggestion is to allow players to mark a flag by long pressing a spot. Having to click the flag on top gets tedious after a while. I would default a short press to 'digging' and long press to a 'flag'. Make it vibrate when a flag is placed so we know when to let go.
just a thought.
regarding scoreloop, I dont care about a global highscore list. Often times, they're littered with cheating scores and never get any attention because of that.
there is normaly no need for switching flag/dig mode because if you flagged all bombs around a number, just tap the number to reveal adjacent fields - works perfect and fast ;-) (if you flagged wrong the bomb will revealed of course)
Forgot to vibrate .. will add this in next version ;-)
I was concerned too with cheating the scores .. that's why I consider doing my own highscore server ... because not so popular it would not as fast cheated ..
wow. nice game. lv it
I love to hear that
Seems to work fine on all devices out there
reiti.net said:
there is normaly no need for switching flag/dig mode because if you flagged all bombs around a number, just tap the number to reveal adjacent fields - works perfect and fast ;-) (if you flagged wrong the bomb will revealed of course)
Click to expand...
Click to collapse
i hear what you are saying but in that case, you're forcing people to use that method to solve these puzzles. I dont do it that way, never have. I like to mark one or two, then dig a bunch.
just a suggestion, thats all
If you dont release the finger the game triggers that as scroll mode .. I find that important otherwise it would be possible to accidentally open a field while scrolling ..
Car manufacturers are forcing people also to use the steering wheel instead of turning wheels by hand .. just kidding I will have a thought about it ..
hmm .. at a very first approach in that game I was thinking about a little trigger zone in left bottom corner (like a gamepad) where you can use your your thumb to override .. maybe i implement something like that? so to temporarily switch the current mode as long as your thumb is down.
What do you think of that? Have to implement sort of options then, so user can choose in which corner this zone should be (left/right handed players)
nyydynasty said:
i hear what you are saying but in that case, you're forcing people to use that method to solve these puzzles. I dont do it that way, never have. I like to mark one or two, then dig a bunch.
just a suggestion, thats all
Click to expand...
Click to collapse
yeah, me too. i'll give a whirl though.
love minesweeper, plus the new style
Update v1.1
GOOD NEWS!
First update of Minesweeper: Unlimited! is out.
First of all, now there is some soundfx and also the vibration as suggested
Also, for all guys who dont like the Fast-Reveal Feature, i have implemented a new function which allows you to play fast even u dont want to use fast-reveal:
Take a Look at the all new Thumb-Switcher!
In the (all new) settings-screen - where you also can turn sound and vibrator on or off - you will also find to activate the Thumb-Switcher!
Once activated you got a little zone right where your thumb is - left/right bottom of the screen. If you press it with your thumb you temporarily switch the mode as long as you hold down your thumb!
This way you can use your favorite Mode (Dig/Flag) and just switch it while holding your thumb down.
So, if you like to do digging, just go with dig mode and if you have the opportunity to place a flag, hold down your thumb, place the flag and release the thumb - you are in dig mode again.
I hope this new feature will add a great experience for some users. The update is just uploaded to Market and should be available soon all over the world.
Have Fun!
This is awesome as hell. I left a review in the market.
Many thx for your review!
hmm .. I tought about High-Res Displays coming up now like the nexus .. is it too small?
If you like I could allow zooming IN .. I turned that off because it doesnt look very nice (pixelates) but should improve gameplay on high-res-displays.
Maybe I can deliver high-res-graphics too ... so it looks nice even when zoomed in .. hmm

[GAME] Dino Dance

Hi to everyone,
i just wanted to suggest you my first game, Dino Dance:
(play.google.com/store/apps/details?id=com.darasoft.dinodance)
(cant post links yet :crying
It is a "we dance"/"guitar hero" style game. You have to tap the buttons corresponding to the arrows in the sequence to keep the T-Rex happy and see it dancing (it will even do the Gangnam style ).
One thing that other similar games don't have are the red arrows: when you have a red arrow, you have to press the opposite direction button.
It greatly increases the challenge but imho also the fun. And also makes for nearly infinite possible sequence combinations.
Give it a try....it is free
First update for Dino Dance is out today, come and try it
VERSION 1.1:
-PROWL GOES SOCIAL! Compete online with the new worldwide leaderboards (Highest Score and Longest Streaks)
-20 new achievements to unlock (and some are REALLY hard)
-2 GUI layouts: the new TABLET GUI should improve playability on wider screens
-Changed sequence display position for improved visibility
-Fixed some bugs causing the game not to run, or crash, on some display
-REMOVED MANY UNNEEDED AUTHORIZATION REQUESTS
VERSION 1.2:
Prowl went back to the dance school to learn some Hip Hop:
-11 new Hip Hop dance animations
-3 new background music to go with the new dance style
- New option in the setting menù: you can now choose which dance style you want Prowl to perform: Standard, Hip Hop or Mixed
MAJOR UPDATE!
Version 1.4:
Complete graphics overhaul:
- totally new interface
- new T-Rex model
- improved animations
- 5 new hand-made scenario to dance in
- new shadows
New customization options:
- choose between 12 different skins for your T-Rex
- choose between 6 different eyes to further characterize it
Many code optimizations: the game should run smoother now on most devices
And a pair of surprises...
{
"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"
}
Try it for free:
https://play.google.com/store/apps/details?id=com.darasoft.dinodance
Seem to have no music if you pause the game and unpause it or music stopped for some other reason
Don't really think the beeping noise, when you click a direction is the right sound, as it doesn't fit in with the music. Its kind of irritating.. maybe its too loud?
The break time between each sequence should be longer. Maybe 1-2 second longer than the current. I was still pressing the step for the first sequence, which got entered into the next sequence. You might also prepare the player for the next sequence by displaying some empty step sequence squares 1 second before the sequence is actually shown to the player. This way the player will know how many step to expect, and be ready for the next sequence.
Other things
Try to animate the tail. It should bend a little. Probably a lot of work if you don't have the bones in places and you animated it in unity.
hotspot_volcano said:
Seem to have no music if you pause the game and unpause it or music stopped for some other reason
Don't really think the beeping noise, when you click a direction is the right sound, as it doesn't fit in with the music. Its kind of irritating.. maybe its too loud?
The break time between each sequence should be longer. Maybe 1-2 second longer than the current. I was still pressing the step for the first sequence, which got entered into the next sequence. You might also prepare the player for the next sequence by displaying some empty step sequence squares 1 second before the sequence is actually shown to the player. This way the player will know how many step to expect, and be ready for the next sequence.
Other things
Try to animate the tail. It should bend a little. Probably a lot of work if you don't have the bones in places and you animated it in unity.
Click to expand...
Click to collapse
Thank you for your review mate!!
Yes i noticed the bug with the pause menu in game setting the music and sfx back to 0 only after putting the build up ...i will fix it soon
Do you mean the click sound made by the button presses or the sound for the correct move in a sequence? (i am looking for better sounds....for now those were the ones i could find for free to be honest ).
Thsnk you for the suggestion about the time between 2 sequences....i put it low to try to give constantly something to do but maybe it is a bit too much, i will slow it down a bit.
And, yep, you are right about the tail, i haven't animated it apart for a pair of animations....the good thing is that i have the bones in place already...the bad thing is that there are more than 30 animations to complete....so i wanted to put the new version out as soon as i could.....but i will work on it, you are right, it doesn't look too good right now.
Fabuvel said:
unique game but i think you should make the dinos cuter! Btw, how did you get so many installs? Haha great work.
Click to expand...
Click to collapse
yeah i know, but i am not a 3d artist sadly, this is the cutiest i could make with my skills (and it is definitely much cutier than the earlier version pre-1.4 )
As far as the install....well....i don't really know how honestly eheheeh...my other game is nowhere near close to this number of daily downloads....dino dance started decently and went to good all by itself quite soon....but the secret to how it happened remains a mistery even to me
hotspot_volcano said:
Seem to have no music if you pause the game and unpause it or music stopped for some other reason
Don't really think the beeping noise, when you click a direction is the right sound, as it doesn't fit in with the music. Its kind of irritating.. maybe its too loud?
The break time between each sequence should be longer. Maybe 1-2 second longer than the current. I was still pressing the step for the first sequence, which got entered into the next sequence. You might also prepare the player for the next sequence by displaying some empty step sequence squares 1 second before the sequence is actually shown to the player. This way the player will know how many step to expect, and be ready for the next sequence.
Other things
Try to animate the tail. It should bend a little. Probably a lot of work if you don't have the bones in places and you animated it in unity.
Click to expand...
Click to collapse
I just uploaded a new version taking into account your suggestions.
I fixed the pause menu bug (at least it seems to be fixed ), i fixed another bug with the customized dino not showing correctly at startup, i changed the beep noise when you correctly tap an arrow in the sequence (and fixed a bug with its volume not scaling with the SFX volume value) and did some animations to the tail :good:
Anyway sometimes its a good idea to upload the 1.41 apk i still see 1.4.0 as the apk version? mismatch?
hotspot_volcano said:
Anyway sometimes its a good idea to upload the 1.41 apk i still see 1.4.0 as the apk version? mismatch?
Click to expand...
Click to collapse
nope.....i actually called it 1.40 (the previous was 1.4) since it gas just a few small changes....maybe it was counter-intuitive though
dariobrun said:
nope.....i actually called it 1.40 (the previous was 1.4) since it gas just a few small changes....maybe it was counter-intuitive though
Click to expand...
Click to collapse
i finally understand what you were talking about .....for a mistake i called it 1.41 in the description and 1.40 in the file name.....i now changed the description back to 1.40 so that it is clear that i am talking about the same version....thank you, i missed that mistake completely
Dino Dance 1.6 is out with new personalization options and improved gameplay.
Come and join over 30.000 other player in this fun and engaging dancing game. Complete the sequences and dance with a T-Rex!
Version 1.7:
-fixed a HUGE bug causing the game to always load the same scenario
-changes in the main menu to make it more intuitive to continue an ongoing match
-small gameplay tweaks
-records can now be registered on online leaderboards at any difficulty level

[GAME][4.0+]Space Marmoreus

Hello World,
I've just published my second game, Space Marmoreus, on google play. Please go try it out and if you like it help spread it around by giving it a 5 star review, telling your family, friends, social media, etc about it. And if you don't like it, tell me what I did wrong so that I may improve in the future.
Thank you all very much, here's some info about the game:
Description:
The universe has been invaded by billions of marmoreus. The only thing standing between them and earth is YOU!!
Fight your way through the swarms and prove to your friends that you are the best by getting the highest possible score on each level and posting your mega score to the leaderboards.
Space Marmoreus is a fun, challenging and addictive space puzzle game with lots of unique levels, some of which require near perfect precision to get the best results.
Features:
- 20 levels to start(with more on the way)
- beautiful space backgrounds full of color and detail
- 7 awesome tracks for you to enjoy while saving the world
- leaderboards system, can you be the top marmoreus destroyer in the world?
Googleplay Link: http://tiny.cc/spacemarmoreus
Screens:
Bumpiness. I'll try to keep these to a minimum.
So guys any suggestions, tips, praise, criticism, etc.?
very good
Loool, thanks ninfea.
Bump.
Bump.
Congratulations with your game !
I like the concept. It's fun and challenging.
However, I have some suggestions :
- I find there are to many taps needed to start playing : By that I mean, on the level selection screen, it would be better if we could directly tap the level we want to play, and then, a pop-up table asks us which difficulty we want, we tap the diffculty and the game starts. That would make 2 taps to make the game starts. Compared to the current system : 1 tap to open the scollpane for the level selection, 1 tap to chose the level, 1 tap to open the scrollpane for the difficulty, 1 tap to chose the difficulty, and finally one tap to confirm our choice, which make 5 taps.
- Be careful with ads banner. For my games, my rule is that I never display ads on the game screen, so I avoid hiding part of the stage. In the level 15 of your game, I am wasn't able to see that there was a row of Marmoreus at the top of the screen, as the banner hid it. But at a point, my ball went behind the banner and I scored points, so I understood that there were Marmoreus at this place. I think you should avoid this.
Keep the good work !
Thank you for your feedback, I really appreciate it.
I trully hate the banner situation. Unfortunately a bug poped up somewhere between the release of my first game(where banners worked fine) and this game, where the banner doesn't show up anymore if I set it's overlap option to no, so I was forced to set overlap to yes.... Sadly there is nothing I can do in this situation, I have to wait around for others to fix the bug.
And I only found this out twoards the end when my game was 99% finished. So going back and redesigning each level to fit the banner wasn't really an option anymore....
You're not the only one who said something to me about the list boxes, other people olso suggested that you should be able to just click the score cells and get taken to the level.
The problem is I don't see how I will ever be able to win/make people happy in this regard, because.... Ok here's a scenario:
a) Let's say I remove the lists and you can just click on each levels score "box" difficulty pops up and then you get taken to that level.
b) Let's say that my game becomes a success, or even if it remains a failure, let's say I decide "screw it, I ain't got nothing better to do anyway" and I keep making more and more levels for it.
c) Let's say one day you get to the point where you wanna play level 98. So you are gonna have to swipe the screen one, two, three, four, five, six, seven, eight, nine times, then another click on the level, then another click on the difficulty pop-up, and after all that you finally start playing...
At that point isn't everyone gonna start screaming at me "Bring back the damn list boxes you fool, it takes me half and hour and a million clicks/swipes just to start the game!!"?
So how can I ever satisfy people in such a case, what should I do?
VIKINGSS said:
I trully hate the banner situation. Unfortunately a bug poped up somewhere between the release of my first game(where banners worked fine) and this game, where the banner doesn't show up anymore if I set it's overlap option to no, so I was forced to set overlap to yes.... Sadly there is nothing I can do in this situation, I have to wait around for others to fix the bug.
And I only found this out twoards the end when my game was 99% finished. So going back and redesigning each level to fit the banner wasn't really an option anymore....
Click to expand...
Click to collapse
You can solve this situation very easily.
For example you can create an enum class that each screen will use :
Code:
public enum ScreenEnum {
MainMenu,
Option,
LevelSelection,
Game,
Shop;
}
And you create a class to store you game variables, among which you store the current ScreenEnum :
Code:
public class Variables {
public static ScreenEnum screen = ScreenEnum.MainMenu;
}
When you create a screen you should have this line :
Code:
Variables.screen = ScreenEnum.MainMenu (or Game, or whatever the screen is)
And finally, in your main activity class, you should have something like this :
Code:
if(Variables.scree == ScreeEnum.Game){
//Code to hide the ads
}
else{
//Code to show the ads
}
VIKINGSS said:
You're not the only one who said something to me about the list boxes, other people olso suggested that you should be able to just click the score cells and get taken to the level.
The problem is I don't see how I will ever be able to win/make people happy in this regard, because.... Ok here's a scenario:
a) Let's say I remove the lists and you can just click on each levels score "box" difficulty pops up and then you get taken to that level.
b) Let's say that my game becomes a success, or even if it remains a failure, let's say I decide "screw it, I ain't got nothing better to do anyway" and I keep making more and more levels for it.
c) Let's say one day you get to the point where you wanna play level 98. So you are gonna have to swipe the screen one, two, three, four, five, six, seven, eight, nine times, then another click on the level, then another click on the difficulty pop-up, and after all that you finally start playing...
At that point isn't everyone gonna start screaming at me "Bring back the damn list boxes you fool, it takes me half and hour and a million clicks/swipes just to start the game!!"?
So how can I ever satisfy people in such a case, what should I do?
Click to expand...
Click to collapse
For that problem you, to prevent the players to swipe the screen to much, you should create a level selection screen of this kind :
{
"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"
}
On this example there are 25 levels on one screen, but you can put more if want. So all your game levels can fit on only 2 screens.
Then, when a player choose a level there will be a popup table where we can choose the difficulty level, and the different records of the selected level can be displayed in this table.
Funny

Categories

Resources