[APP] Solitaire Spider HD - my first Android app - Eee Pad Transformer Themes and Apps

This is my first application for Android.
Market link: https://market.android.com/details?id=magory.solitairespiderhd
Version: 1.0 (fixed bug with reversing card and made scalable to other resolutions)
What is it? It's a spider solitaire game designed especially for tablets - works best on 1280x800 but it's fine also on 1024x600 or larger.
TO DO: saving state and game, localisation.
Bugs: please report.
Graphics: all used graphics are based on public domain works (from openclipart.org mostly) and my own.
All bug reports and suggestions appriciated. I hope you'll enjoy.

Nice ! Gonna try this out Have missed a good solitare app for high res screens.

I found a bug - when you play second time you can't deal cards from the decks on the bottom right. I'll fix it soon. Right know you have to exit the app and start it again to work around it.
One of the reasons I decided to make this solitaire for Transformer was because there are only low resolution ones on the market and I'm a spider addict.

I updated the first post with Android Market links. The application now works also on smaller tablets (at least in my emulator) and has some bugs fixed.

Two minor issues. The icons for new game medium and new game hard seem to be swapped. In game and market show game as SpiderSolitaire HD but once installed it shows as SolitaireSpider.

sullydavid said:
Two minor issues. The icons for new game medium and new game hard seem to be swapped. In game and market show game as SpiderSolitaire HD but once installed it shows as SolitaireSpider.
Click to expand...
Click to collapse
Thanks. The first issue should be fix with next update (monday probably). The second one when I find how to change it.

Tried this on my wife's Nook Color and for the most part it works well. One issue is that the display is borked iin portrait mode. Can the application lock the orientation into landscape?

WheresWaldo said:
Tried this on my wife's Nook Color and for the most part it works well.
Click to expand...
Click to collapse
Great!
One issue is that the display is borked iin portrait mode. Can the application lock the orientation into landscape?
Click to expand...
Click to collapse
The orientation lock will be turned on in the next update (should be soon, I just posted it to the Market but it takes time).

New version works very well on Nook Color. My wife is very happy, I am not much of a Spider player so I didn't install this on my TF.
One suggestion. The very edge of the digitizer makes selection a bit harder than it should be, is it at all possible to lower the playfield just a bit to move it from the top edge.

WheresWaldo said:
One suggestion. The very edge of the digitizer makes selection a bit harder than it should be, is it at all possible to lower the playfield just a bit to move it from the top edge.
Click to expand...
Click to collapse
I had this problem on an e-reader so I know the pain. I'll think how to fix it. Maybe adding an option to move it lower.

I published a new version, should be available in a few hours. Turns out I forgot to publish one version that fixed some crash (because the new market ability to upload more than one apk confused me). So this version is a bigger jump.
It has new features:
- simpler moving cards (you can now move 7,6,5,4,3 on a 4 - it will move 4,3 then),
- sound,
- ability to hide options (and then the cards are in larger distance from the borders).

What solitaires you like the best? I'm going to make a few others soon probably. Right now am working on Klondike, but don't know which are most popular...

Magnesus said:
What solitaires you like the best? I'm going to make a few others soon probably. Right now am working on Klondike, but don't know which are most popular...
Click to expand...
Click to collapse
I'm a fan of Klondike personally. It's a great time waster. I suck at Spider, never could get adjusted to the methods. Nice work.
sent from my ASUS Transformer running Prime 2.1.1 using Tapatalk

https://market.android.com/details?id=magory.klondikesolitairehd - Klondike in beta version is ready. Next will be FreeCell.

I just released new solitaire - FreeCell - here is the topic about it:
http://forum.xda-developers.com/showthread.php?p=21928375
Here you can download it: https://market.android.com/details?id=magory.freecellhd
I'm working on a new Spider version similar to this FreeCell - with better cards for small phones and better usage of the screen estate. I'll post more info soon.

Related

Improve GTA graphics + Mods

For those interested:
http://forum.xda-developers.com/showthread.php?t=1399258
http://www.droidgamers.com/index.ph...ics-in-grand-theft-auto-iii-with-a-few-tweaks
http://www.androidnext.de/howto/gta-3-bessere-grafik-dank-fan-patch/
Among the listed improvements, I saw steam rise from the vents where your first safe house is located when this this was added (not sure it was there before though).
This will also affect the resolution which won't change much, just the button layout which you can also adjust in the option menu.
I've also encountered slowdowns during cutscenes and a bit of stutter but nothing major.
Also when I installed this, I had no original .set file located in the folder. So I just dragged it there anyway.
Lag Fix
A user gave me an advice on how to combat the lag when adding the file above or lagginess in general:
"When you have successfully installed the game. Plug your phone to the computer go in to the "audio" folder. Here you have to arange the files from biggest to smallest. Then delete all the files from "CHAT.nfx" down to "END.nfx". It's a totall of 11 files. What this does is that it delete all the radio channels but all the sound FX in the game will stay the same. I have tried it out and after I did it the game runs smoothly".
Car Mods
original article by XDA
http://www.xda-developers.com/android/gta-iii-android-mods-and-tutorials/
Enjoy! All credit goes to listed site and users!
erm tegra 2 users already get all those effects dont we ? I would much rather have a frame rate fix. I expected the game to atleast run at a constant 30fps on our hardware. I constantly notice the slowdowns... i guess maybe pc games have spoiled me but has anyone else been annoyed by it.
ps. i think first update in market renders this mod pointless
No we don't. Its still version 1.1. Try it first.!
Sent from my SGH-T959 using Tapatalk
looks like its working because I see lighting effects on cars and streetlights now. It doesn't look like the buildings have all the lighting effects as in the screenshot, but I have nothing to compare it to really. Thanks for the tip, very easy to do.
Only one problem though, when you're watching a cutscene or looking at the map the skip button is in the middle of the screen. No big deal though.
That's weird then, i definitely have all the effects pictured in the comparisons (flares from lights, rain, smoke etc.) I'm not sure what version you guys/i am using but i will post some pics tonight. Maybe this explains my poor 20-30fps performance.
I'm currently using the market version. Supposedly it's been ripped from the xpleria play.
maybe try go to options to restore controllers to default? iirc mine wasnt at the middle of the screen. I hope later there are some ways to improve the graphic texture, that would be nice
Looks better but new .set file messed up my on screen controls
midnightmach said:
Looks better but new .set file messed up my on screen controls
Click to expand...
Click to collapse
You can rearrange it on the controls settings.
I have GTA from the market and updated it yesterday - i tried this file, but did not notice any significant (I say it was the same) improvement over the standard .set file (only controls were messed up).
The game looks amazing with the file. Maybe you just didnt make note of what it looked like prior, cause mine looks way, way better.
Tried again - still nothing - and just in case I went through some comparison shots - rain effects, headlights and lightning effects were there for me even with the standard file... maybe I'm missing something.
Hey guys XDA added an article for those looking to add additional cars.
http://www.xda-developers.com/android/gta-iii-android-mods-and-tutorials/
Hey FYI, XDA member hacksteak25 made an app for changing the graphics settings in GTA III. It worked great on my TF.
You can grab it here:
http://forum.xda-developers.com/showthread.php?t=1417810
I got another one!
This RAM manager app makes GTA run like a dream, especially with all effects turned up:
http://forum.xda-developers.com/showthread.php?t=1305060
GTA for Android sure is turning out to be something great. It has me thinking of all the possibilities for PC game ports. I know it's probably a pipe dream, but my mind keeps circling back to Half Life 2 .
Thanks Phil. Finely, modding a game to add content, not to cracking it to make it work. Hats off to Rockstar.
GTA Mobile Modding Site
Hey all, there is now an entire website dedicated to modding the mobile version of GTA.
http://gta3mobilemodding.de.vu/
It's pretty light on content as of now, but it just went up 2 days ago.
Enjoy .

[EMULATOR] CPSEmu 1.4 : CPS2 emulator for android

Hi,
here is the first release of my CPS2 emulator for android.
If you like my work you can support me by buying the donation version on the market
CPSEmu is a Capcom CPS2 emulator for android. Play your favorites CPS2 games like Marvel Vs. Capcom, Street Fighter Alpha 3, Progear, Mars Matrix and more on your android device.
- Use the same GUI as my NeoGeo emulator "NeoDroid", so "NeoDroid" will benefit of all the changes added for this release.
- You can put your roms anywhere on your device, but a cache file is created for every (parent) games in a "cache" folder in your roms directory. If you move your roms, move that folder too.
- CPSEmu use a cache file when running, if you have some slowdown in the emulation, try to move your roms on another partition/sdcard.
- Thanks to frandroid for providing an xperia play device to improve/add control code/compatibility
LEGAL NOTICE:
=============
- This product is not affiliated with, nor authorized, endorsed or licensed in any way by Capcom Corporation, its affiliates or subsidiaries. CPS2 games software sold separately. "Capcom" is a registered trademark of Capcom Co. Ltd. All individual games screen shots or audio that are simulated by CPSEmu software are property of their respective copyright holders and are only used for the purpose of informing the customer of the software's functionality.
Changelog:
=======
1.4:
Fix a crash on android devices with an OS < 3.0 (Honeycomb)
Joystick/buttons size and position can be configured from preferences ( Android 3.0+ )
1.3:
Joystick/buttons size and position can be configured from preferences
Fix a crash on Android 2.1 when launching a rom
Fix a crash with dialogs when screen orientation changes
Improve previews downloader
Some bug fix
1.2:
fix background borders color (gray > black) on some devices
keep screen on while emulator is running
add switch button to in-game menu
switch kick and punch buttons for 6 buttons games
1.1:
fix a crash when trying to run an unsupported rom
prevent the launch of a clone rom if it's parent is not in the rom directory
fix a crash when trying to assign hardware buttons twice in a row in preferences
fix (probably) problem with hardware key mapping (up/left/right/down)
should add android 3.0+ native compatibility
Cpasjuste said:
Hi,
here is the first release of my CPS2 emulator for android. If you like my work you can support me by buying the donation version on the market
CPSEmu is a Capcom CPS2 emulator for android. Play your favorites CPS2 games like Marvel Vs. Capcom, Street Fighter Alpha 3, Progear, Mars Matrix and more on your android device.
- Use the same GUI as my NeoGeo emulator "NeoDroid", so "NeoDroid" will benefit of all the changes added for this release.
- You can put your roms anywhere on your device, but a cache file is created for every (parent) games in a "cache" forlder in your roms directory. If you move your roms, move that folder too.
- CPSEmu use a cache file when running, if you have some slowdown in the emulation, try to move your roms on another partition/sdcard.
- Thanks to frandroid for providing an xperia play device to improve/add control code/compatibility
LEGAL NOTICE:
=============
- YOU MUST OWN THE ORIGINAL GAME BEFORE DOWNLOADING A ROM
- No roms are included with this emulator
- Capcom is a registred trademark of Capcom Co. Ltd.
Click to expand...
Click to collapse
Not bad.. gave it a go on my transformer and just got 19xx to play. When creating the cache images of any other game like mvc, I kept on getting error messages, something about crc and CPU1 (sorry, I forgot exactly what the message said, but I will check later). The roms are ok as I know for a fact that they work.
One other thing is that I couldn't change directory and the device did not look on my SD card to see if the roms were there or not.
That said, 19xx plays butter smooth, although the on screen controls could be better (ie the cross pad a bit larger as it is very easy to run your fingers out of it). I still have to try with my TF keyboard though.
Good job otherwise. I will test on my EVO 3d and report back.
Are you really going to make the GUI for NeoDroid white?
I know this is minor, but I much prefer the black. Perhaps an option?
Also have you considered using the menu button to open a menu with settings, email, exit, rather the the icons at the top?
For devices with a small screen and lots of roms, every bit of screen space helps.
In any case good work with these projects.
:edit:
I realize this is verison 1.0 and you probably have changes and additions in mind already.
A couple other things I noticed, in Marvel vs Capcom the lower buttons are punches and the uppers are kicks.
And the option to disable sound would be nice.
:edit 2:
I'm having a little trouble mapping hardware buttons. When I press up dpad (on a ps3 controller mapped to the phone's hardware dpad) for the first key, the clear button turns blue (highlighted) and it doesnt map the keypress and move on to the next one. In neodroid the mapping works fine
Works great with the games that are compatible, hope to see more games added in the future and the on screen pad is a bit small would be so much easier if it was enlarged a little bit, but that is my only complaint. This emulator is silky smooth and it's so awesome to bust out STF3 and it play flawlessly!
Sent from my HTC HD2 using XDA App
TiltMasta said:
Works great with the games that are compatible, hope to see more games added in the future
Click to expand...
Click to collapse
Which CPS2 games are missing?
best emulator I've used on android so far.
I've only tried a handful of games and all ran perfectly on the xperia play.
Will purchase full donate version. no doubt.
Will this emulator be able to play CPS1 games?
All the best.
NSCXP2005
thank you soooooooooo much
it has save option really good .
but rununig slow on my xperia play .
What games are you running that are slow?
Every rom i've played has been silky smooth.
It's the fastest Emulator that i've tried on my XPlay.
Cpasjuste said:
Hi,
here is the first release of my CPS2 emulator for android. If you like my work you can support me by buying the donation version on the market
CPSEmu is a Capcom CPS2 emulator for android. Play your favorites CPS2 games like Marvel Vs. Capcom, Street Fighter Alpha 3, Progear, Mars Matrix and more on your android device.
- Use the same GUI as my NeoGeo emulator "NeoDroid", so "NeoDroid" will benefit of all the changes added for this release.
- You can put your roms anywhere on your device, but a cache file is created for every (parent) games in a "cache" forlder in your roms directory. If you move your roms, move that folder too.
- CPSEmu use a cache file when running, if you have some slowdown in the emulation, try to move your roms on another partition/sdcard.
- Thanks to frandroid for providing an xperia play device to improve/add control code/compatibility
LEGAL NOTICE:
=============
- YOU MUST OWN THE ORIGINAL GAME BEFORE DOWNLOADING A ROM
- No roms are included with this emulator
- Capcom is a registred trademark of Capcom Co. Ltd.
Click to expand...
Click to collapse
great job! is there a way to access the game menu to set the difficulty settings, etc?
egzthunder1 said:
Not bad.. gave it a go on my transformer and just got 19xx to play. When creating the cache images of any other game like mvc, I kept on getting error messages, something about crc and CPU1 (sorry, I forgot exactly what the message said, but I will check later). The roms are ok as I know for a fact that they work.
One other thing is that I couldn't change directory and the device did not look on my SD card to see if the roms were there or not.
That said, 19xx plays butter smooth, although the on screen controls could be better (ie the cross pad a bit larger as it is very easy to run your fingers out of it). I still have to try with my TF keyboard though.
Good job otherwise. I will test on my EVO 3d and report back.
Click to expand...
Click to collapse
- You are probably trying to run a "clone" rom, which need the "parent" rom. Look in the "Compatibility" tab (search button), if there is a line with "parent:xx.zip" then you also need "xx.zip" to run your rom.
- You can just use the "back" button of you device to browse to your roms directory, each time you launch a rom this path will be saved as default rom directory.
BenKranged said:
Are you really going to make the GUI for NeoDroid white?
I know this is minor, but I much prefer the black. Perhaps an option?
Also have you considered using the menu button to open a menu with settings, email, exit, rather the the icons at the top?
For devices with a small screen and lots of roms, every bit of screen space helps.
In any case good work with these projects.
:edit:
I realize this is verison 1.0 and you probably have changes and additions in mind already.
A couple other things I noticed, in Marvel vs Capcom the lower buttons are punches and the uppers are kicks.
And the option to disable sound would be nice.
:edit 2:
I'm having a little trouble mapping hardware buttons. When I press up dpad (on a ps3 controller mapped to the phone's hardware dpad) for the first key, the clear button turns blue (highlighted) and it doesnt map the keypress and move on to the next one. In neodroid the mapping works fine
Click to expand...
Click to collapse
- I will see to add an option to change the theme (btw: NeoDroid gui is white since a while now)
- Unfortunatly, google now ask developper to not use the "menu" button anymore, so i add to find another way: the menu bar.
- w00t, i see why this is happening for the buttons mapping, i will investigate in this problem and release a fix soon (in a few days)
TiltMasta said:
Works great with the games that are compatible, hope to see more games added in the future and the on screen pad is a bit small would be so much easier if it was enlarged a little bit, but that is my only complaint. This emulator is silky smooth and it's so awesome to bust out STF3 and it play flawlessly!
Sent from my HTC HD2 using XDA App
Click to expand...
Click to collapse
- If i'm correct all the CPS2 games are currently supported (except choco which is crap anyway), so i can not add anything else
- I do not own a tablet so i tried to do my best but it's hard! I will maximise the dpad size for tablets. Are the buttons size ok ?
nscxp2005 said:
Will this emulator be able to play CPS1 games?
All the best.
NSCXP2005
Click to expand...
Click to collapse
No it only support CPS2 games, i will probably take a look but it wont happen in a near future.
mehdi.moha said:
thank you soooooooooo much
it has save option really good .
but rununig slow on my xperia play .
Click to expand...
Click to collapse
For now the emulator need to use cached graphics on your device, so it need to read this cache file a lot during emulation. I had no slowdown on my xperia, but i use a 8GB sdcard. I guess your sdcard is a small one or a slow one.
mlbl said:
great job! is there a way to access the game menu to set the difficulty settings, etc?
Click to expand...
Click to collapse
W00t, i did forget to include that (it was planned!), i'll add that for the next release.
Excellent first release so far, looking very forward to making this my go-to CPS emu. Few things i'd like to point out from someone whos been using emulators on android for years. My config is a Touchpad running CM9 @ stock 1.2ghz dual core.
Sound is off. You can tell immediately from the insert coin sound in SSF2T and Vampire Savior, they do not sound accurate.
Games feel laggy. At first when i tried SSF2T, it was incredibly laggy, but then i found how to disable the filter and it was smooth after that, but still had a weird lag to it. The addition of a FPS counter would be excellent to see whats going on.
No support for players 2-4 to be configured in hardware buttons. I have 4 wii remotes + 4 classic controllers + 2 TVC Wii arcade sticks, so i have the ability to get 4-player arcade games going ontop of full 2-player fighter games with full arcade sticks, which i use with Mame4Droid often. Would be a great addition.
Emu runs in compatibility mode in Android 4.0. Instead of the menu button being natively working, it scales everything to fit the screen. It still looks great, but native 3.0+ support would be great.
Otherwise this is a great emu and i am enjoying it quite a bit. I would also love for CPS1 to be emulated at some point as well, to get all 3 major emus (CPS1/2/MVS) done by the same author would be awesome to have everything uniform.
Excellent work and keep it up.
quepaso: your maybe running roms from on a slow sdcard/memory ?
Version 1.1 uploaded with a few/fast fix, i'll work on all other request soon
Cpasjuste said:
quepaso: your maybe running roms from on a slow sdcard/memory ?
Version 1.1 uploaded with a few/fast fix, i'll work on all other request soon
Click to expand...
Click to collapse
The touchpad just has 32 gig of internal storage which is quite fast, no SD card of any kind. Ill update to 1.1!
Edit -
Updated to 1.1, and indeed it is now running natively in 3.0+, no more compatibility mode. Now however, i am running everything non-stretched, and the top bar ontop (touchpad is 4:3 res so gets mostly full screen for CPS2, full screen for console emus like snes/nes) is black and the bar below is grey. I thought something got weird so i switched from stretched, scaled and native, and noticed the background goes from black to grey now, previously on 1.0 it was all black. Due to this, it looked like 2 incorrect levels were displayed on top/bottom when it likely is just a bitmap change to the background causing it.
Otherwise, i think the games are running properly, but the sound being so wrong is making me think it is not running 60fps. Great work so far.
Cpasjuste said:
- You are probably trying to run a "clone" rom, which need the "parent" rom. Look in the "Compatibility" tab (search button), if there is a line with "parent:xx.zip" then you also need "xx.zip" to run your rom.
- You can just use the "back" button of you device to browse to your roms directory, each time you launch a rom this path will be saved as default rom directory.
Click to expand...
Click to collapse
Great! Thank you for the answer. I will install 1.1 and I will let you know how it goes.
Edit: ok, I installed 1.1 on my TF and you were somewhat right about the roms.... ironically, the ones that do run are the US clones. I actually have the (EUR) versions (full roms) and they spit out the error I told you earlier, but once I got the US clone file and ran that, it was good....
I think I may have found a bug. The key assignment....
I assigned hardware keys from my TF keyboard and only the Start, Coin, and dpad are being saved. None of the other 6 buttons get saved for some reason. I did it a few times over, turning off the program, etc and still nothing. I did notice that one of the changes you made included a tweak on this, so I am wondering if maybe something else got lost with the fix.
Looking better and MvsC runs like a champ!

Surface Pro for Gaming - What have you installed? Issues?

I posted this response to another thread, but thought this deserved it's own thread:
I just installed Guild Wars 2 on mine. This is a VERY viable gaming rig!!
Only issue I found was that when you have a menu up (press esc) and use the mouse to click on it, it does not register the mouse click. Also, you have to use keyboard controls to select another character other then your last played (if you want too) and hit enter to play, clicking the Play button does not register the mouse. Seems more like a calibration issue with the game and the mouse (this is using hardware mouse FYI).
I installed and played Path of Exile as well. Needed a little bit more tweaking of the graphics settings, but over all did REALLY well.
Now, the mouse/touch issue. It has to do with Scaling. By default, the scaling is set to 150%, you need to set it to 100%. Having it at 100% will fix your gaming issues, but will make the desktop ALMOST unusable because of the size of the text. 1920x1080 on that small of a screen, text tends to be VERY small.
So, best thing to do if you want to game and have issues where you need to adjust the scaling, be prepared to tweak it.
To tweak the Scaling:
In desktop, right click on the screen, go to Personalize, Display. It is the percentage at the top. It should have "Larger 150%" selected, choose 100%. You will have to log out to apply.
Talderon said:
I posted this response to another thread, but thought this deserved it's own thread:
I just installed Guild Wars 2 on mine. This is a VERY viable gaming rig!!
Only issue I found was that when you have a menu up (press esc) and use the mouse to click on it, it does not register the mouse click. Also, you have to use keyboard controls to select another character other then your last played (if you want too) and hit enter to play, clicking the Play button does not register the mouse. Seems more like a calibration issue with the game and the mouse (this is using hardware mouse FYI).
I installed and played Path of Exile as well. Needed a little bit more tweaking of the graphics settings, but over all did REALLY well.
Now, the mouse/touch issue. It has to do with Scaling. By default, the scaling is set to 150%, you need to set it to 100%. Having it at 100% will fix your gaming issues, but will make the desktop ALMOST unusable because of the size of the text. 1920x1080 on that small of a screen, text tends to be VERY small.
So, best thing to do if you want to game and have issues where you need to adjust the scaling, be prepared to tweak it.
To tweak the Scaling:
In desktop, right click on the screen, go to Personalize, Display. It is the percentage at the top. It should have "Larger 150%" selected, choose 100%. You will have to log out to apply.
Click to expand...
Click to collapse
Have downloaded steam and played Far Cry 3 and Team Fortress 2. Its really smooth! Downside is that it takes a lot of memory ): I'm using a type cover since touch cover is a little bit hard to get used too. I recommend getting a external drive for those big games.
Sent from my CM10 Blaze
I downloaded Warcraft 3 and skyrim.. WC runs everything on max and 1080 with no problem. Skyrim runs at 768p everything turned down fairly well, would say 40 fps+.
As for old times sake I'm going to install anarchy online within the next day or so, which won't tax the system at all.
Btw I scored 7288 on geek bench!
world of warcraft, diablo 3, path of exile, starcraft 2 and eve online running no problem but ofcourse i have to remove one of each coz they wont fit
Has anyone recorded and frame rates for minecraft at various settings? Would certainly trump the iOS and android guys with their little pocket edition.
As for no storage. MicroSD or an external hard drive.
Too bad it gets really hot sometimes :S
I have the following running: League of Legends, Starcraft 2, Diablo 3, Team Fortress 2, DOTA 2.
I hated the scaling, so I am sitting at 100% scaling and I don't mind the small icons and whatnot, but almost every app (not metro) has ability to zoom so np for me there.
Don't bother with changing the desktop scaling to 100% if you don't want to. Just right click on the shortcut, go to compatibility, and check "disable display scaling on high DPI settings" for each game that you need 100% scaling for.
Anyone try Halo?
Sent from my EVO using xda premium
What, the original one? It'll completely crush that.
kiddomarc said:
world of warcraft, diablo 3, path of exile, starcraft 2 and eve online running no problem but ofcourse i have to remove one of each coz they wont fit
Click to expand...
Click to collapse
How did WoW run?
Ryno_666 said:
Anyone try Halo?
Sent from my EVO using xda premium
Click to expand...
Click to collapse
I would imagine halo combat evolved would be absolutely fine. Someone reported that both skyrim and CoD black ops 2 also run if you play with the settings. Based on that they both require much more powerful hardware than halo 2 I would imagine that halo 2 is also fine.
Twistys said:
How did WoW run?
Click to expand...
Click to collapse
I just installed WoW on my Pro and it ran fine. Had the settings set to low, I will probably up the setttings to see where the upper limit is. It booted up fast even from the external that I was using. The Pro is no slouch
hey guys, I just got the Pro, and have downloaded the Original Farcry, Left 4 dead 2 and just now installing bioshock... the original farcry and L4D2 plays GREAT!! even with some at max settings! I bought a 64GB Micro SD card and have installed Steam on there which allows me to install about 5-6 more games. I'm so excited! Oh yea, if u wanna know how to install steam on a micro SD card, you gotta follow the tutorial from the link below
https://support.steampowered.com/kb_article.php?ref=7710-tdlc-0426
I have Halo Combat Evolved running although the game gave the warning that the system was not up to spec. But it plays fine. I am having trouble with COD World at War. I guess I need to tweak some more.
I have Portal 2, CS:GO, Arma2/DayZ, Civ 5, Uplink, SpaceChem, Minecraft and FF7 installed. All work, most work very well, but Arma2 has some issues with resolution.
I have Call of Duty World at War working. The problem was my sound setting. I saw this over at Steam:
-control panel
-sound device manager
-highlight "speakers"
-click "properties"
-On the "advanced" tab set "24 bit, 44100 Hz"
COD would quit on the load. The above change fixed it. Wow the small things make a difference some times.
how about freelancer? i'm pretty sure that'll work great. i just gotta make an iso... i wonder if i'd need a no-cd patch. that's the worst part of playing some old games is that they required a cd for protection. guess i could whoop out old daemon tools.
Just make an ISO image of the disc. Win8 supports ISO mounting, built in (finally!)
I got StarCraft, StarCraft II, Diablo, Diablo II, Diablo III all working. StarCraft and Diablo don't play nice with the PEN and needed some registry tweaking to get the colors right but otherwise work fine.
- Serious Sam 3: BFE in a mix of Low/Medium settings, was pretty smooth.
- Left 4 Dead 2, low settings, was playable
- Diablo III, smooth
All with external mouse and keyboard.
---
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| Technology News - For peoples who loves technologies from deep inside of their body kernel.

[GAME][FREE] Flicky Circles - Simple, fast and thinkful

Hi guys,
I have released a game called Flicky Circles. Flicky Circles is simple, fast and thinkful android game to play with your friends or against a computer. Originally inspired by OLO. Flicky Circles is free in a small size apk. Give it a try. Any suggestions will be appreciated. Thank you for your support!
About:
Each player starts with 6 circles in 3 different sizes. Circle gets smaller each time it lands on player's starting point (white color). Goal is to flick your circles into same colored ending zone and achieve more points than opponent. With two or more same sized circles, player gets a bonus point...
Supported:
- any resolution from 320x480 - 1080x1920
- android 2.3 and higher.
More details on google play:
https://play.google.com/store/apps/details?id=com.goranhorvat.flickycircles
FB fan page:
https://www.facebook.com/FlickyCircles
I hope you will like it.
I would like to have some opinions about Flicky Circles. Have you tried? Is there "missing" something in the game and would make it more playable for you?
Very nice, really polished and a great interface. Fun game idea. The text in the help screen/intro could use some polish.
"Each player starts with an equal amount of circles representing their moves."
"Each circle gives the player a point when it reaches their colored zone. If 2 congruent circles are landed, the player gets a bonus point"
"Reach the colored space and flick away towards the opponents circles to defeat the opponent."
"Player captures the opponent's circle if it lands in their starting area. The circle becomes smaller."
"Lock button freezes circles in place for one round. It can only be used once per game."
Feel free to tweak those for brevity if you need to.
Also, on the game pause screen, the text doesn't change colors when you tap it like it does on the main menu. This kind of has a jarring effect because you can't tell if it detected your touch or not.
Thank you for helping me with words. I will update these things including pause screen UI in the next version.
Downloaded
This looks like a fun game. Just downloaded it. I'll take it for a spin this weekend and give you my feedback
Lookout flags it as adware
I've just installed it and Lookout pop's up a message "Flicky Circles" is adware
See attached screenshot
EDIT: it also gives this detail:-
APP REPORT
CLASSIFICATION: Adware.Android.Rev.Mob.a
This app may contain the RevMob ad network. It may create push notification ads that appear in your notification bar. It may not be clear to you that this application is creating these ads. It also may send personally identifying information, such as your email or IMSI, to RevMob’s servers.
Hi fangthorn, I don't use Lookout, so thanks for detailed explanation. I'll remove revmob from Flicky Circles within 24hours.
I had a quick go at lunchtime. I can see this being very addictive
Apart from the popup ad it's a fun game :good:
Looking nice
Games looking nice, but not able to play in my defy.
My defy is running JB 4.1.2 (Quarx), when I open game menu screen will come and when I press single or double player again it s return to main menu with different color, is this problem with rom r .................
Thanks
Hi navin, I don't understand exactly what kind of problem you have? Can you play Flicky Circles? Colors are supposed to change each play.
graylowes, thank you for your feedback.
I downloade it just for giggles, but i really like it.
Its simple and addictive. And the 2 Player mode on one device is
cool. i´ll play it with a friend the next days and see how they like it.
Good Job! Hope for more cool thing to come!
Great job!:good:
game play is very good, a little fast i think but very good!
improving sound tracks would be nice and if possible adding some effects like Menu sound effect in OLO
Looking nice
hgoran said:
Hi navin, I don't understand exactly what kind of problem you have? Can you play Flicky Circles? Colors are supposed to change each play.
graylowes, thank you for your feedback.
Click to expand...
Click to collapse
Hi, thanks for reply, actually I am not able play game, when I clicked on single or double player it will take to blank screen after few seconds again it's returning to game menu. Even I tried in my Nexus 7 (Not rooted) but same thing is happening.
Thanks
navinshark said:
Hi, thanks for reply, actually I am not able play game, when I clicked on single or double player it will take to blank screen after few seconds again it's returning to game menu. Even I tried in my Nexus 7 (Not rooted) but same thing is happening.
Thanks
Click to expand...
Click to collapse
Hi, I tested it on Nexus 7 and it works fine. Never had a problem like that. Please send me a clip on PM, from app start to the end (back to menu) so I can take a look into it. Thank you.
B!GBOY & strainhunter thank you for your words. I appreciate it.
Currently no plan for sound fx. But in the near future, I will try to add some levels where you can build some flicking skills. I hope players will like it.
Flicky Circles
hgoran said:
Hi, I tested it on Nexus 7 and it works fine. Never had a problem like that. Please send me a clip on PM, from app start to the end (back to menu) so I can take a look into it. Thank you.
Hi, Thanks, I have sent an email to ur gmail ID with enclosed video clip, which u have provided in play store.
Please check.
Thanks.
Click to expand...
Click to collapse
My favorite game right now
I find this wonderful game to be so easy, fun, yet still has some strategy to it to keep your mind going. Bite sized games, but I keep going back again and again and again. Fantastic job! Five stars! Thank you, very much.
hgoran said:
Hi guys,
I have released a game called Flicky Circles. Flicky Circles is simple, fast and thinkful android game to play with your friends or against a computer. Originally inspired by OLO. Flicky Circles is free in a small size apk. Give it a try. Any suggestions will be appreciated. Thank you for your support!
About:
Each player starts with 6 circles in 3 different sizes. Circle gets smaller each time it lands on player's starting point (white color). Goal is to flick your circles into same colored ending zone and achieve more points than opponent. With two or more same sized circles, player gets a bonus point...
Supported:
- any resolution from 320x480 - 1080x1920
- android 2.3 and higher.
More details on google play:
https://play.google.com/store/apps/details?id=com.goranhorvat.flickycircles
FB fan page:
https://www.facebook.com/FlickyCircles
I hope you will like it.
Click to expand...
Click to collapse
Hi Harvey!
I'm a big big fan of OLO on iPad... and I was really missing this game on Android (and OLO devs clearly state they are not planning to dev their game for the android platform...), so I'm very very happy that you are here developping FlickyCircles... Very promising game, thank you
:good::good::good::good::good:
Just a a few questions:
1) could you add an online play mode? (hopefully not through facebook)
2) can you list all the differences vs OLO in terms of rules and counting points? (in particular coming from OLO, I'm a bit confused about captures (when and how))
3) I hate facebook (yes, I'm quite old fashion...) ... any other way to store and share high scores?
Keep the great work )
EDIT____________________________________
Ok, I've tested further and I don't like too much your capture method because:
1) the smallest circles can't be captured (thus limiting some strategic moves)
2) we end up playing with small circles only, which is also limiting because the small ones are much less powerful
I prefer the OLO capture method where all circles are not shrunk when captured but each circles can only be captured twice (circle that can no more be captured are flickering for a brief moment). Could you maybe offer this different capture method as an option?
Surfinette said:
Hi Harvey!
I'm a big big fan of OLO on iPad... and I was really missing this game on Android (and OLO devs clearly state they are not planning to dev their game for the android platform...), so I'm very very happy that you are here developping FlickyCircles... Very promising game, thank you
:good::good::good::good::good:
Just a a few questions:
1) could you add an online play mode? (hopefully not through facebook)
2) can you list all the differences vs OLO in terms of rules and counting points? (in particular coming from OLO, I'm a bit confused about captures (when and how))
3) I hate facebook (yes, I'm quite old fashion...) ... any other way to store and share high scores?
Keep the great work )
Click to expand...
Click to collapse
I'm glad you like my game.
1. Not yet, but I'll spend some time in the future and try to implement it.
2. Please visit help in the game. All rules are listed there, except maybe that lives of the circles depends on their sizes. So therefore, the smallest circle can't get any smaller and you loose it if it lands on the white zone.
3. Currently no. I made sharing with facebook just for fun. If I want to add other sharing options, game would become much larger (in KB)...
But I'm thinking of having online scores inside Flicky Circles, if that's what you prefer?
Thank you Surfinette and ghostinrags!
thanks
Thanks for sharing
hgoran said:
I'm glad you like my game.
1. Not yet, but I'll spend some time in the future and try to implement it.
2. Please visit help in the game. All rules are listed there, except maybe that lives of the circles depends on their sizes. So therefore, the smallest circle can't get any smaller and you loose it if it lands on the white zone.
3. Currently no. I made sharing with facebook just for fun. If I want to add other sharing options, game would become much larger (in KB)...
But I'm thinking of having online scores inside Flicky Circles, if that's what you prefer?
Thank you Surfinette and ghostinrags!
Click to expand...
Click to collapse
Thank you for your answer.
I had edited my previous post, just before you answered me, so you may have missed my EDIT part... see below
EDIT____________________________________
Ok, I've tested further and I don't like too much your capture method because:
1) the smallest circles can't be captured (thus limiting some strategic moves)
2) we end up playing with small circles only, which is also limiting because the small ones are much less powerful
I prefer the OLO capture method where all circles are not shrunk when captured but each circles can only be captured twice (circle that can no more be captured are flickering for a brief moment). Could you maybe offer this different capture method as an option?
Click to expand...
Click to collapse

[GAME][4.0+] Shape Rotate

Hi guys
I am a software engineering student, eager xda reader and in my (little) free time i like to mess around with my android phone. So i developed a little game over the last half year. It's called Shape Rotate.
I wanted to do a simple but new game, not another flappy bird clone. So finally i put the first version online in the playstore yesterday, here is a short description:
In my game you always see two equal shapes, in random rotations. Your task is to rotate the outer shape so that it is equally aligned to the inner one - once they are aligned equally tap the screen anywhere to get the next one. That sounds easy, but since time is not on your side (you gain some extra time every time you get the two shapes aligned identically) it gets really tricky once the shapes are not that obvious any more. The goal is to survive as long as you can.
It would be really great if you check it out, i would really appreciate feedback (or, even better: positive reviews )
Here is the playstore link: Shape Rotate in google play
It is of course free (no in-app purchases or what-so-ever), and i plan to add a lot more different shapes in the future! I attached some screenshots of the app, and i also added a demo video in the playstore description.
Great game. Has great potential to be a time waster. There does seem to be some lag between the shape changes that can prematurely end your game. Get that timing down and you've hit a home run.
As for some suggestions to add. Maybe have levels to unlock similar to an angry birds setup. In level one hand similar shapes with minimal colors, next thing to unlock, add another shape or two with an additional color. Thus making each level progressively harder.
ph37rd said:
Great game. Has great potential to be a time waster. There does seem to be some lag between the shape changes that can prematurely end your game. Get that timing down and you've hit a home run.
As for some suggestions to add. Maybe have levels to unlock similar to an angry birds setup. In level one hand similar shapes with minimal colors, next thing to unlock, add another shape or two with an additional color. Thus making each level progressively harder.
Click to expand...
Click to collapse
Thx for your feedback! Regarding the lags, may i ask which device you are using?
I tested it on several devices from an I9000 to my Nexus 4. The only lag i found was that on older devices it takes some time to start the game, but once it displays the first shape i haven't found any lag :s
Yes i already thought about such a thing - creating different "shape packages" and unlocking them time after time. That is definitely a good suggestion for the future and i will soon start working on this. This now is just a first version where i wanted to check out how the game mechanics work and how people react to it.
Varjo said:
Thx for your feedback! Regarding the lags, may i ask which device you are using?
I tested it on several devices from an I9000 to my Nexus 4. The only lag i found was that on older devices it takes some time to start the game, but once it displays the first shape i haven't found any lag :s
Yes i already thought about such a thing - creating different "shape packages" and unlocking them time after time. That is definitely a good suggestion for the future and i will soon start working on this. This now is just a first version where i wanted to check out how the game mechanics work and how people react to it.
Click to expand...
Click to collapse
I'm running on an N4 with KK 4.4.4 and hellscore b47, most kernel settings default.
To be sure I'm understood, I solve one shape and before the transition to the next set of shapes, there is a noticeable pause.
This is a good concept. There’s a lag also when rotating the outer shapes. Though this might be because of my slow samsung galaxy tab.
Overall, this is a good gameplay.
https://docs.google.com/file/d/0B48cqoutz8n3dDFnbTJvRm1XOVU/edit?usp=docslist_api
There should be an mp4 video to illustrate the lag.
Seems there may be an issue with the timer as well.
ph37rd said:
https://docs.google.com/file/d/0B48cqoutz8n3dDFnbTJvRm1XOVU/edit?usp=docslist_api
There should be an mp4 video to illustrate the lag.
Seems there may be an issue with the timer as well.
Click to expand...
Click to collapse
hm, well it could be that what you think is a lag is actually my poor description and/or implementation?
The playing mechanics should be: you rotate the outer shape so that it is correctly aligned. IF it is so, then you tap anywhere on the screen to "submit" it. if it is correct you get the next shapes.
(The reason why it cannot "auto submit" the moment it is correctly aligned is because then it would be trivial, you would just rotate it until it snaps in - thats why you need that extra "next shape please"-tap)
The possible rotation is actually split into 12 different angles, so there are 11 different angles with which shapes can appear.
The best way to control it is to drag with a finger on the border of the screen (or use two fingers as in normal rotation gestures). you have to drag the finger a bit until the shape snaps in to the next one.
so could it be that it's because i didn't explain the intended controls enough? If so, do you have any suggestions to improve that, or how to better explain the way to play it?
really really appreciating your feedback btw :good:
Varjo said:
hm, well it could be that what you think is a lag is actually my poor description and/or implementation?
The playing mechanics should be: you rotate the outer shape so that it is correctly aligned. IF it is so, then you tap anywhere on the screen to "submit" it. if it is correct you get the next shapes.
(The reason why it cannot "auto submit" the moment it is correctly aligned is because then it would be trivial, you would just rotate it until it snaps in - thats why you need that extra "next shape please"-tap)
The possible rotation is actually split into 12 different angles, so there are 11 different angles with which shapes can appear.
The best way to control it is to drag with a finger on the border of the screen (or use two fingers as in normal rotation gestures). you have to drag the finger a bit until the shape snaps in to the next one.
so could it be that it's because i didn't explain the intended controls enough? If so, do you have any suggestions to improve that, or how to better explain the way to play it?
really really appreciating your feedback btw :good:
Click to expand...
Click to collapse
I may not have read it if you wrote it. When initially testing something like this I go for intuitive. The extra tap isn't.
What about doing the the auto next based on a touch release. You know when the shape is being rotated, the screen is being touched. Can you detect when a finger is removed? There would be no more rotation and wouldn't allow just spinning randomly to get it to snap as you describe.
EDIT:
Looking it up it's called a touch event using MotionEvent class with ACTION_DOWN and ACTION_UP
ph37rd said:
What about doing the the auto next based on a touch release. You know when the shape is being rotated, the screen is being touched.
Click to expand...
Click to collapse
That is actually a quite interesting suggestion! I tried it out, and it feels kind of nice. it also makes the game easier, maybe i have to reconsider the additional time gain... I created a debug build, would be nice if you would download and try it and tell me what you think ( you have to deinstall the appstore version first, since this one is signed with my local debug key)
It now checks the correct alignment each time you lift your finger from the screen.
Edit: i think that is a gamebreaker because it makes the game way to easy. you just have to swipe very quickly on the border, and due to the "auto" check you always get the alignment correct very quickly.
another version would be this one. here it is also checked on touchUp but if the alignment is wrong it jumps back in the initial state. that makes it even a bit harder, but also requires more focus and looking.
what do you think?
OK, going to leave this one up to you. I didn't catch a difference between the two in how they play. The first one appears to be snappier and jerky, as opposed to the second one being smoother and slower.
Either way, you nailed what I was saying. What do you think? I think this is far more intuitive. Now you just need to figure out the levels of difficulty.
The ultimate would be to have the shapes and colors auto generated with random attributes. You would not have to map anything out, the app would automagically create them.
Ok i found some issues that caused the touch input to be way to sensitive or way to unresponsive - that fixed i got some feedback that the overall control is way better now (especially on high res devices).
ph37rd said:
Either way, you nailed what I was saying. What do you think?
Click to expand...
Click to collapse
I still like the idea, but it brings some new issues that i need to figure out. Once you got the current control mechanism people don't think to much about it - so i'm not quite sure if it is really that much benefit. I will test that out over the next iterations and try gathering more feedback (about the current control and about how much people think it's good/bad).
ph37rd said:
The ultimate would be to have the shapes and colors auto generated with random attributes. You would not have to map anything out, the app would automagically create them.
Click to expand...
Click to collapse
That is the second big point on my todo list. but i don't really know how to start.
The best way that comes to my mind is to define different "base shapes" that are then just colored randomly. but that again would require alot of different base shapes to keep up a good variety?
at the moment i add hand drawn shapes with each update (around 170 now and using .gif its not that of a size problem anymore)

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