[APP][GAME] ScanDroid Kingdom | Barcode Battle RPG 0.5.2 BETA ROUND 3 - Android Apps and Games

ATTENTION: Due to the overwhelming interest in joining the first and second BETA round, im slowing down the Third Round invites. Currently I am only taking a few more.
Hello, I am making a game, called ScanDroid Kingdom. Its in VERY EARLY stages, but quite a bit of functionality is present.
I don't want to post the game here, as i don't want a lot of testers, but if you want to reply here and I'll get you in.
Anyone who tests can be a part of what this game turns into. Just give me your ideas for it, and ill add them accordingly, given that they make sense.
Currently, you can do:
Scan barcode to create your creature, barcodes are used to determine starting attributes.
Do Daily scans to get more items and EXP(currently set to unlimited in the test phase)
EXP is gained and you can level up attributes
Single player Battle. (you scan a barcode to generate an enemy, and battle it)
ONLINE Battle(you select someone elses online creature and battle it, can gain exp and such)
Auto update from within app as well
It is not a graphical game really, as I am not good with that. Very menu based, but still fun, even without a lot of content added quite yet!
Soon to be adding quests, lots more items, more online functionality, and anything else others reccomend!
Email me and I will send you an apk and a Google+ Invite If you are already not on, then please join the huddle to help us with the game!
Also, keep in mind it is still buggy here and there, but i update regularly, and its fairly stable at the moment. I am not looking to throw this on the market and make money from it(at least not any time soon), its really just for my friends and i to play around, although i would love some feedback from xda, and who knows, maybe ill put it on the market one day when its really good.
I will always continue to improve it wherever neccessary, given others have ideas for me.
If you have fun with the game, and want to keep the game free, fun, and me in a developin' mood for years to come, consider donating to the cause, donate buttons next to my name on left.
UPDATE:
I notice there are quite a few ppl playing it now. Keep in mind, for the moment you HAVE TO scan fully numerical UPCs. QR codes and really short barcodes do not work as of yet.
UPDATE 2: Also, If you want to start over on a creature, and wipe all your scans with it, just wipe the apps data, or uninstall/reinstall. Im working on some tweaks so ppl dont run out of upcs to scan so fast. If anyone has any suggestions on this, i'd love to discuss it further with you!
Thanks to the current testers: (As I get everyones name on XDA I'll add you to this)
Tachikoma_kun
zoebeagle
Neverwhere
Crush3d P3pp3rs
SirusxDaxVirus
omekhan
cdesai
catolh
Captain_Nero
ninjajtm
weirder
Chalob
Tribulattifather
vamp6x6x6x
McFroger3
Litlejam
Sine.
carngeX
Boradan
Eodun
Legend28469
jtkes693
KJBlackbird
VirginIncVuture
mikelodean7
Jesusice
motive
one8toh8

No way, a Barcode Battler? sign me up please! (can't email from work)

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I always wanted one of these, lol. Is it like this in a way?

Thanks for all the emails and replies. I'm off work in a couple hours, then ill send the info for testing. Can't do it so easily from my phone.
If you can, add me on Google+. my email is [email protected], ill make sure you get added to the huddle.

SefEXE said:
I always wanted one of these, lol. Is it like this in a way?
Click to expand...
Click to collapse
LOL! Yes, its quite like it!
By the way, ive sent invites to the 15 or so who have asked so far, let me know if i missed you, ill make sure to get you added..
Thanks again, and If anyone else wants an invite hit me up!

Just installed and gave it a quick go, managed to crash it by scanning a 35mm film roll because it wasn't a standard barcode length, but other than that seems excellent, I can finally live out my 90's schoolboy dream of finding the ultimate barcode lol

This really sounds awesome! I can't wait!
Sent in 3D fashion

Thanks!
And yes, must be fully numerical upc codes, for now. Qr codes or short barcodes wont work yet. I need to add that to the intro screen. Ill post here in the next day or so when the update is ready, adding a lot of stuff in next 24 hours.

Managed to crash it with a bottle of Fanta on my workmates desk that was a standard UPC barcode. Been scanning everything in sight, quick question though, if you try scanning something twice it says you have already used that barcode, but is this a hard limit and you can never use that one again, or does it unlock the next day? If the former I can see my weekly trip to the supermarket taking 5x longer as I methodically scan every item on the shelves.
Had a go at the online battles, worked fine.

It sounds awesome add me in my email is [email protected]

Sounds better then sliced Bread, I can has?
[email protected]
Sent from my Galaxy S Firefly 3.0

Tachikoma_kun said:
Managed to crash it with a bottle of Fanta on my workmates desk that was a standard UPC barcode. Been scanning everything in sight, quick question though, if you try scanning something twice it says you have already used that barcode, but is this a hard limit and you can never use that one again, or does it unlock the next day? If the former I can see my weekly trip to the supermarket taking 5x longer as I methodically scan every item on the shelves.
Had a go at the online battles, worked fine.
Click to expand...
Click to collapse
Next time it crahses, send me the pop up error readout, ill do what i can.
For now, it is a hard limit. The reasoning behind it is pretty confusing really.
If I unlock it the next day or something, ppl can memorize what barcodes generate what creatures or daily scan items. Then, they can exploit that to their advantage.
If, say, a gatorade bottle gives you an attack bonus on the daily scans page, you could scan it every day to get an additional attack.
The way the barcodes work, they are unique to the code. It will generate the same enemy/ item every time, with everyone who scans that particular code. The enemy generations and items are not random, as it uses the upcs literrally to determine what comes next.
But, if you have an idea for an alternative solution, please let me know! Also, what are your online creature names? Mines Bhutto!

Captain_Nero said:
Sounds better then sliced Bread, I can has?
[email protected]
Sent from my Galaxy S Firefly 3.0
Click to expand...
Click to collapse
Sent it

omekhan said:
It sounds awesome add me in my email is [email protected]
Click to expand...
Click to collapse
Sent it

Ruki_Uki said:
This really sounds awesome! I can't wait!
Sent in 3D fashion
Click to expand...
Click to collapse
(Sorry for the double posts everyone)
Have I heard from you in an email?
If not, email me, Ill send you the details. The email is in the OP.

ChaoticEko said:
Next time it crahses, send me the pop up error readout, ill do what i can.
For now, it is a hard limit. The reasoning behind it is pretty confusing really.
If I unlock it the next day or something, ppl can memorize what barcodes generate what creatures or daily scan items. Then, they can exploit that to their advantage.
If, say, a gatorade bottle gives you an attack bonus on the daily scans page, you could scan it every day to get an additional attack.
The way the barcodes work, they are unique to the code. It will generate the same enemy/ item every time, with everyone who scans that particular code. The enemy generations and items are not random, as it uses the upcs literrally to determine what comes next.
But, if you have an idea for an alternative solution, please let me know! Also, what are your online creature names? Mines Bhutto!
Click to expand...
Click to collapse
That's fine mate, I assumed as much!
My creature is called Aotona, I saved it online but it didn't give any feedback to say if it saved or not, so not sure if it's there for others to battle against. Would be cool to see how many fights a creature has won/lost when choosing an online opponent if that's possible, will help fuel competition.

Tachikoma_kun said:
That's fine mate, I assumed as much!
My creature is called Aotona, I saved it online but it didn't give any feedback to say if it saved or not, so not sure if it's there for others to battle against. Would be cool to see how many fights a creature has won/lost when choosing an online opponent if that's possible, will help fuel competition.
Click to expand...
Click to collapse
Yeah, easy way to check is look at the list of creatures to battle, yours should show up there.
A feature Im looking to add by tomorrow evening is just that, a little bit of a leaderboard type of thing. Should make it a little more competitive.
Thanks for the input, let me know if anything else comes to mind!
BTW, your creature is pretty strong, don't know what level you are, but u just took down my level 6.

doubleposting, oupsie.

ChaoticEko said:
Yeah, easy way to check is look at the list of creatures to battle, yours should show up there.
A feature Im looking to add by tomorrow evening is just that, a little bit of a leaderboard type of thing. Should make it a little more competitive.
Thanks for the input, let me know if anything else comes to mind!
BTW, your creature is pretty strong, don't know what level you are, but u just took down my level 6.
Click to expand...
Click to collapse
Level 7 ;-)
That might be something to include as well, what level an opponent is, although there's some fun to be had by clicking on random names and getting "WTFPWN'd"
Had trouble beating "Crash" took 2 attempts to down him.

Sign me up!
sent you an email

Related

[APP][BETA] PokeDroid--Multiplayer coming soonish!

From the depths of AP Computer Science comes...
PokeDroid--Multiplayer coming soonish!
Everyone's favorite Game Boy series comes to the little robot in your pocket with all 649 Pokemon, all their moves and abilities, and all the items!
Features include...
-Total team customization--EVs, IVs, moves, abilities, held items, gender, everything!
-Quick Battle for a simple skirmish or the endless Battle Tower to test your Pokemon mettle!
-All Pokemon, moves, abilities, and items from all games up to Black 'n' White!
-Super-duper open-source technology!
This is an open beta hosted on Sourceforge (http://sourceforge.net/projects/pokedroid/). Grab the code from CVS, take the newest nightly, dissect our code for your own benefit, all that jazz!
This being a beta, it isn't entirely functional.
What works:
-Battling from start to finish
-Team builder
-All Pokemon and their movepools
-Somewhat functional AI
-About half of the attacks
What doesn't:
-About half of the attacks
-Most abilities and items
-Some occasional force closes
-Animations (though these may never be implemented as that would take a LOT of time)
-Multiplayer is currently being worked on!
I've decided to stick with PokeDroid because it's not going on the Market anyway.
This was done for an AP Computer Science project, but it quickly took on a life of its own. We've been working on it since April-ish almost constantly. I learned Android from scratch from the Developer website and would love to teach anyone curious about Android programming.
The server is also available for donwload from the SourceForge download page, but is totally useless right now so don't waste your time
Screenshots:
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Credits:
Myself, Shawn--UI, graphics, base code
Matt--Battle logic, almost all Pokemon-centric code
Josh--AI
Game Freak--Pokemon, in all its awesomeness
Google--Google Docs for awesome collaboration tools
SourceForge--hosting
Quite a few different sites across the interwebs--Most of the Pokemon/move/movepool databases (we will credit them when we can dig them out of our history)
You lovely XDAers--testing and feedback!
Download:
The newest semi-stable release is available on our SourceForge page.
If you're feeling daring, the newest "nightly" release can be downloaded straight from our CVS repo. It may or may not be buggier/have more features than the other download, so use at your own risk/reward.
Finally:
Send us bug reports/suggestions! We would love to hear from y'all and your opinions! All testing was done on 2 CM7 Galaxy S variants and a CM7 MyTouch 4G, but it should work on 2.1+ with any screen resolution. Since the Honeycomb emulator is ungodly slow, we were unable to test on it, but it should theoretically work. Once I get my TouchPad in the mail and it gets its Honeycomb/ICS port, I'll make sure it works on there, too.
Thanks for giving it a shot!
Ill have to check this out.
Sent from my LG-P999 using XDA App
My kid will love this! Props!
Thanks! How about "PokeBattleDroid"
Well, to be honest, I wonder how long it will take until Nintendo takes the project down They already took down the pokedex apps in the market :/
I hope they don't, looks like fun
Pokemon on Android perfect
I love Pokemon Looks really awesome!!
Downloading and trying it out now!
*Thumbs up*
how about Pokedroid Battles
I like the idea of this! I'm a little concerned about the legal usage of the characters and the names, but if you're not charging I don't know if they'd have any power over you.
As far as the name goes, I'd take it back to the roots. "Pocket Monsters" or "Pocket Monster Battle", I checked the Market and neither are registered names. Just to warn you, Nintendo did sue a company for naming their product "Monster In My Pocket" just for the similarity. You might want to get to renaming Blastoise to JeTurtle and Charizard to CharsUrFace
Nice idea but is FC Ing on the samsung galaxy s2 wegen klicking on quick battle.
how about "Droidmon"
Yooo Pokemon was onna my VERY FAVORITE and most addictive games as a child!!...y'all gotta make this official...beautiful idea dev's...will be testing and reporting!
Sent from my rooted, suited, & booted Epic 4G kno dat!
I love this idea. I've been waiting for an app like this. Is there netplay? That's all this would need to be absolutely perfect
Nice job, bro
ooooh i'd love to participate on the beta testing while waiting for someone to make Monster Hunter on android lol
Woah woah. Maybe you should take on making an android client for
www.pokemon-online.eu
yaydaveeson said:
Woah woah. Maybe you should take on making an android client for
www.pokemon-online.eu
Click to expand...
Click to collapse
if he could do that oh man that would make this pretty good
Thanks for the suggestions! It's still pretty buggy, sorry! Netplay will require us to learn netcode, something we'll probably do soon now that school's out. I've never gotten that particular FC before, do you have a logcat? If you aren't sure, submit a bug from the main menu (in the menu button popup). That automatically sends it to me. Yeah, we were gonna put it on the Market for free, so I don't know what they can do to us other than give us a C&D order. Making a new client for that project would probably require a complete rewrite of most of the battle logic, though we did think of doing something like that. If network play does manifest itself, it will probably be by IP rather than a matchmaking system because we don't have access to a server of our own. We'll see what we can do! Thanks again everybody!
Sent from my SGH-T959 using XDA App
My Thoughts and Ideas
I have a few things you can do to improve the app..
#1 - UI:
Give it a Android based feel to it. Drag down notifications when people want to battle you. Have a widget for the homescreen that will show your worldwide stats as they change.
#2 - Team Builder?
I don't think a team builder is the right approach because anyone can pick the best pokemon and just be awesome at battle. Make it a build you way up experience. Every first evolution pokemon is available (not including the legends) and develop a unlock system for the rares and legendary pokemon to be battled and caught.
#3 - Network approach
Make it a ALWAYS ON experience. You can have settings to allow when you want people to invite you to battle sessions and turn that option off when your too busy for any reason.
#4 - Other options (Not just single battling)
Add things such as Online Messaging, Pokemon Center (For a realistic pokemon healing experience), Buy Items (for healing in battle and buy pokeballs to catch pokemon)
#5 - Name
How about "PokeDroid Battle Center"
#6 - As always fix issues
Keep doing a good job to make it a stable and fun experience for all users but I find it best to start with a register and sign on kind of game but have the sign on be your one of the Gmail accounts built into your phone.
Keep up the good work
Okay, thanks for the suggestions! We'll keep those in mind as we keep working on it! Right now, our top priorities are fixing FC's and making all aspects of battle work (abilities, items, attack effects). Like I said before, the multiplayer options will be very scarce unless we can get our hands on a server to handle all of the global stats and matchmaking. But yeah, push notifications and chat and widgets would be really, really cool
Sent from my SGH-T959 using XDA App
No problem... Ill do whatever I can to help
k4p741nkrunch said:
I like the idea of this! I'm a little concerned about the legal usage of the characters and the names, but if you're not charging I don't know if they'd have any power over you.
Click to expand...
Click to collapse
Actually, it started with the paid Pokedex apps getting pulled but then they finally took down the free ones as well. TPC was the one behind all of the removals.
Interesting app, in time it'll grow into something pretty successful if you keep at it.

[GAME] Navy Wars (now in the Market)

Hi everyone,
I've been working on a multiplayer game for a little while now and it's about to the point where I need to get some more people using it. It's called Navy Wars and it's a turn based game where you try to take out your opponents fleet.
Here are a few screen shots:
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The game is a work in progress, so there will be bugs and there will be changes. It was developed on a Nexus S, a Nexus One and a Nook Color. It hasn't had much exposure on other devices yet, so this should be a good test. If you run into any crashes, please email as much detail as you can to [email protected] and also use the built in crash reporter being as detailed as you can be when submitting a report.
I think the game is pretty straight forward to play. If you register, post your username here so others can challenge you.
A few notes:
Just a heads up before you install the game, take note that it does use Google Analytics to collect anonymous usage data as well it can also send anonymous error reports to the server if an unexpected error occurs.
Also, this being a beta, there will be a reset of stats before the game goes public.
The final version will have a few undecided limitations with the option of purchasing the full game.
The beta version requires permissions to access your logs in the case of a crash!
Where to download
Live in Android Market
https://market.android.com/details?id=com.boots.betelgeuse
Edit: The game requires at least Android 2.2
Edit: Follow on twitter for updates! - http://twitter.com/#!/navywars
I just published a new build that fixed a situation where your device may not receive notifications
any issues yet?
This looks like Battleship. I'll try it out!
Mentioned some things in game chat, but another would be possibly some kind of fix so you can spin a ship if it's on the edge of the board.
My name is Boots in the game if anyone is looking for a match. I'll try and play as many games as I can
pizzaforbreakfast said:
Mentioned some things in game chat, but another would be possibly some kind of fix so you can spin a ship if it's on the edge of the board.
Click to expand...
Click to collapse
You can drag it to "open water" and rotate it
It is kind of funny that BootsSiR tried really hard not to mention that it's Battleship (well sort of).
You don't have to worry really, the game has never been properly patented (Hasbro own the board-game though).
Just Don't call it Battle Ships (Easy enough). Cool thing it's the same turn based style like words with friends and Wordfeud,
you are definitely onto something here, wish I could test and try it on my tablet (Honeycomb) but the link seems to be down .
EDIT: tried link via my 3G and it worked.
EDIT 2: Can't create Account. It doesn't matter what username I want to use, It's never available and won't let me
continue creating an account
Blou_Aap said:
It is kind of funny that BootsSiR tried really hard not to mention that it's Battleship (well sort of).
You don't have to worry really, the game has never been properly patented (Hasbro own the board-game though).
Just Don't call it Battle Ships (Easy enough). Cool thing it's the same turn based style like words with friends and Wordfeud,
you are definitely onto something here, wish I could test and try it on my tablet (Honeycomb) but the link seems to be down .
EDIT: tried link via my 3G and it worked.
EDIT 2: Can't create Account. It doesn't matter what username I want to use, It's never available and won't let me
continue creating an account
Click to expand...
Click to collapse
Make sure your username is at least two characters long and is only letters and numbers. Let me know if that works
Received a few good detailed error reports but a lot of ones with no user comments. Please leave as much detail as you can!
Just published a new build (R190)
The app now sends a brief logcat capture when you submit a crash report. This code will be gone in the final version but it'll help me troubleshoot problems.
pizzaforbreakfast said:
Mentioned some things in game chat, but another would be possibly some kind of fix so you can spin a ship if it's on the edge of the board.
Click to expand...
Click to collapse
Ships will now turn red if you try to move them and they can't move.
Trying now. Looks like a lotta fun!
DROID Incredible
OMFGB
Chads beta 8
Fcuk Apple. Nuff said.
Thanks for the testing. Getting lots of good bug reports
I gave this a try last night and played a game with Wayne.
Really liked the game and love the idea, I did however find some issues as I was playing.
One suggestion I would like to add is the ability to play against a computer if you are pressed for time or some place where you don't have good Wifi/Data coverage. I also noticed there is no way to disable to sounds, I generally like to do that on most games I play. I did figure out I could turn down the media volume but then need to remember to turn it back up later for anything that needs it.
I was playing this on my rooted HTC Legend running CM7. First thing I noticed was that when I was adding a friend to attack. The box for the name and buttons were being cut off, see screenshot attached.
The other thing I noticed was that it didn't show me the 'Enemy Accuracy' / 'Fleet Strength' / 'Accuracy' / 'Hits' levels for some reason.
Other than that it was really good and I enjoyed it. Going to try playing some more to identify issues.
Crash1912 said:
I gave this a try last night and played a game with Wayne.
Really liked the game and love the idea, I did however find some issues as I was playing.
One suggestion I would like to add is the ability to play against a computer if you are pressed for time or some place where you don't have good Wifi/Data coverage. I also noticed there is no way to disable to sounds, I generally like to do that on most games I play. I did figure out I could turn down the media volume but then need to remember to turn it back up later for anything that needs it.
I was playing this on my rooted HTC Legend running CM7. First thing I noticed was that when I was adding a friend to attack. The box for the name and buttons were being cut off, see screenshot attached.
The other thing I noticed was that it didn't show me the 'Enemy Accuracy' / 'Fleet Strength' / 'Accuracy' / 'Hits' levels for some reason.
Other than that it was really good and I enjoyed it. Going to try playing some more to identify issues.
Click to expand...
Click to collapse
There is an options screen in the works to control volume/notifications. I'll have to look into why the buttons are cut off on that screen like that. Single player will also come in a future version! I appreciate the feedback!
Anytime, great game and great work. Keep it coming!
1.00-R197 build published. Update your devices!
1.00-R198 just published. There is now a preferences screen under menu on the player home screen. You can toggle sound and/or notifications.
I have a question that is more technical. How did you decide to implement the multiplayer? I am researching the best way to implement turn based multiplayer for my game and any help would be appreciated

[GAME] ScanDroid Kingdom - Barcode Battle RPG | Updated 9/6

UPDATE ON MARKET!
Changes Include a new inventory system and online creature list changes!
Let me know what you think of the update!
CHECK OUT OUR NEW FORUMS! It is a place to put big reports, feature requests, or just talk about the game in general!
FORUMS!
I'm making this thread in the hopes some ppl will try it, give me some feedback, etc. I have a small group of about 5 people who have been helping me make this in the past 3 weeks, and It's come a long way.
OK, so here it is.
ScanDroid Kingdoms is a Barcode Battler, with RPG elements.
You scan barcodes to create your creatures. You currently can have as many as you like.
You can then battle your creatures against "Barcode NPCs", or battle online against other people on the ScanDroid Network.
You can take advantage of your "Daily Scans" to gain items, exp, or currency.
You can also share your creature via QR code for others to scan and battle, instead of using the online listings.
There is an Item shop, where you can buy things with currency.
Currency(ScanCreds) are gained when you scan for anything in the game.
Soon to be added:
Quests
Leaderboards
Equipment
Crafting
Online Trade House/Auction House
Skills for both Players and Creatures
Friends List
Messaging
I also have a donate version on the market, if anyone finds this game fun and wants to help keep it going at a fast pace, I'd appreciate it.
Currently there is NO difference between the free and donate versions.
Once the game is out of BETA, there will be differences.
Free version will not have multiple creature management, and will have a level cap(will be a higher one, like 40 or so). It will not get all the quests the Donate version will get either. But that is down the road.
I hope you like it and please respond if you have tried it, let me know what you think, and I'll try to do what I can to make the game more to your liking! I am trying to make this game as much a community project as I can, as I find that others seem to have great ideas I would have never thought of.
Here's the link: Market Link
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You can also just search for "ScanDroid Kingdoms", its one of only a few in the results on the market.
Thanks to anyone who tries it, and I hope you have fun!
P.S.---If you want to help with development, please contact me. We have a large Google Plus Huddle where we toss around ideas, and those who are on the huddle get testing versions ahead of the market!
Big Thanks to the other Eko Gaming Members:
Tseng
Kirothak
Legend
Tachi
Neverwhere
Been playing this for a while and so far I'm liking it. I'm also on the beta team for Barcode Beasties.
There's a few things not quite right and/or lacking in your game. I don't seem to get "daily scans" only scan accumulated through online battles. Sorry if I'm misunderstanding this but to me "daily scans" would indicate we get an amount of scans allocated to us every day. In the online battling feature it would be handy if we could see the other creatures level as well as their name in the listing of potential opponents, it would save us loading an opponent up, seeing they're too far above us in level terms then having to go back in and load another.
I also have a question. are we allowed to re-scan codes ever ie. is it a once per day scan limit or is it a persistent limit that never allows us to scan the same code twice??
Anyways, loving the game and hope it does well, would love to see your game and Barcode Beasties combined but I suppose you both being in competition so to speak will cause both games to have to strive for excellence.
Dan.
dannylingus said:
Been playing this for a while and so far I'm liking it. I'm also on the beta team for Barcode Beasties.
There's a few things not quite right and/or lacking in your game. I don't seem to get "daily scans" only scan accumulated through online battles. Sorry if I'm misunderstanding this but to me "daily scans" would indicate we get an amount of scans allocated to us every day. In the online battling feature it would be handy if we could see the other creatures level as well as their name in the listing of potential opponents, it would save us loading an opponent up, seeing they're too far above us in level terms then having to go back in and load another.
I also have a question. are we allowed to re-scan codes ever ie. is it a once per day scan limit or is it a persistent limit that never allows us to scan the same code twice??
Anyways, loving the game and hope it does well, would love to see your game and Barcode Beasties combined but I suppose you both being in competition so to speak will cause both games to have to strive for excellence.
Dan.
Click to expand...
Click to collapse
Hey, thanks for the reply!
OK, so first:
You get 20 scans per day, refreshed at the start of each day.
Also, due to a very recent update, you can have a chance to gain an extra scan upon winning a match. Before, you would win a scan after EVERY win of match, which gave too many scans to them.
Having the level of each creature next to the name is a feature I have heard about quite a bit lately, and I am truly looking for a solution to have implemented in the next few days.
Also, it saves all UPCs in a db, and does not allow you to scan the same one twice, to keep ppl from figuring out what codes give what and keep ppl scanning in different places and situations.
Also, I saw Barcode Beasties hasn't been updated in a long while(market shows nov 10, 2010.) Is it still be worked on I take it? Also, I consider Barcode Beasties to be a different game for the most part, and the direction our team has planned for this game will take it so far off course from Barcode Beasties that they won't even be able to be compared after a while.
Thanks for the input, hope to hear from you again.
If you are interested in joining up with us on beta development, let me know, I would be glad to have you on board. Email me at [email protected] If you are interested.
Installed the game and gave it a try, so far everything seems great.
A little more flashiness to the UI might be in order, by no means does it look bad. A WP7 style setup for the buttons would fill in the blank space left by the smaller buttons currently, give the entire application more flow. (Mainly referring to the buttons in Barracks/Battle etc... change from small grey boxes to WP7 style buttons with large graphics)
The barcode scan portion works great, had no problems there.
Battle wise everything was fine, however the battle text was a little slow. Perhaps having an option to speed up the battle text, or make it go to the next round via tap interaction?
Definite thumbs up for this app. Plays well, no errors encountered as of yet, and I really enjoy the concept. Cant wait to see how it grows.
ellessidil said:
Installed the game and gave it a try, so far everything seems great.
A little more flashiness to the UI might be in order, by no means does it look bad. A WP7 style setup for the buttons would fill in the blank space left by the smaller buttons currently, give the entire application more flow. (Mainly referring to the buttons in Barracks/Battle etc... change from small grey boxes to WP7 style buttons with large graphics)
The barcode scan portion works great, had no problems there.
Battle wise everything was fine, however the battle text was a little slow. Perhaps having an option to speed up the battle text, or make it go to the next round via tap interaction?
Definite thumbs up for this app. Plays well, no errors encountered as of yet, and I really enjoy the concept. Cant wait to see how it grows.
Click to expand...
Click to collapse
Thanks for trying it. The UI is fairly new right now, but we are trying to find ways to make it easier and more appealing. I will take the idea you had and see if it can help us at all.
Good idea for the battle text, ill add it to our bugs/feature tracker.
New Update has been posted!
Changes Include:
Bug Fixes(Of Course)
Online Creature List now shows levels under names
NEW Inventory System to test out!
Also, as with any update during the BETA, please contact me([email protected]) if anything is not working properly, and Ill do what i can to fix it ASAP!
Also, still looking for a couple more people who want to join the teams beta testing division, so we can get the updates tested a little faster so I can send them to the market quicker!

[GAME][2.1+] Ballstacks, a numbers based puzzle game inspired by Drop7

Hi guys,
I've published my new game Ballstacks. It's inspired by drop7 (for those who remember?!), and I would love to get some feedback from anyone here!
Based on feedback I've made several changes and updates to both gameplay and general structure and bugs, thanks for all the feedback so far, and please keep it coming!
The app can be downloaded from the Google Play store here: https://play.google.com/store/apps/details?id=com.mfmc.ballstacks
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XDA:DevDB Information
Ballstacks, App for all devices (see above for details)
Contributors
mfmc
Version Information
Status: Stable
Current Stable Version: 1.15
Stable Release Date: 2014-09-11
Created 2014-08-12
Last Updated 2014-12-08
Sent in request to join. Drop7 hasn't been updated in forever. It's nice to see a refresh of the game. Is there a dark color scheme option?
I want to join in! Can you send me a PM?
jawz101 said:
Sent in request to join. Drop7 hasn't been updated in forever. It's nice to see a refresh of the game. Is there a dark color scheme option?
Click to expand...
Click to collapse
Thanks! And dark color scheme option is a great idea, I will definitely look into this!
Still looking for testers if anyone is interested!
This game is now available on the Google Play store! Would love feedback
Thanks for trying the game! Also feel free to post any feedback here Thanks!
Nice game but text in game is little hard for me to read on LG 3D
bachdv said:
Nice game but text in game is little hard for me to read on LG 3D
Click to expand...
Click to collapse
Sorry to hear that I've had a few people mention they don't like the font...could you show me a screenshot?!
mfmc said:
Sorry to hear that I've had a few people mention they don't like the font...could you show me a screenshot?!
Click to expand...
Click to collapse
No problem, this is a screenshot from my phone. Hope this'll help you
bachdv said:
No problem, this is a screenshot from my phone. Hope this'll help you
Click to expand...
Click to collapse
Thanks! Text is very close together, you're right. I'll look into this and see if I can add some more space between letters!
Thanks for sharing the screenshot
Your game is amazing, im playing it for hours and never stop!!!!!
haihai111 said:
Your game is amazing, im playing it for hours and never stop!!!!!
Click to expand...
Click to collapse
Haha thanks! Feel free to leave me a review in the playstore Let me know if you find any bugs!
bachdv said:
Hope your game get better :good:
Click to expand...
Click to collapse
Thanks!
This is an awesome homage to drop7. That was one of my favorites way back when... I'm so excited for a refresh.
Any chance you will add color themes? Would love to see something more bold, like primary colors.
Again, thanks for the refresh to a recent classic. Enjoying this one a lot!
Sent from my secret lair in an undisclosed mountainside.
mrdoug said:
This is an awesome homage to drop7. That was one of my favorites way back when... I'm so excited for a refresh.
Any chance you will add color themes? Would love to see something more bold, like primary colors.
Again, thanks for the refresh to a recent classic. Enjoying this one a lot!
Sent from my secret lair in an undisclosed mountainside.
Click to expand...
Click to collapse
Cool, thanks for playing!
I will definitely consider adding new color themes, for now there's just standard and nightmode, but have a bit of an update plan for an additional game mode and new bonus balls for the next few months, I'll add color themes to that list!
Hope you'll continue to enjoy it, and let me know if you run into any bugs or issues. Also I hate asking, cos it feels like begging, but ratings are really helpful at this stage of launching a new app, so feel free to leave me a rating on Google Play
mfmc said:
Cool, thanks for playing!
I will definitely consider adding new color themes, for now there's just standard and nightmode, but have a bit of an update plan for an additional game mode and new bonus balls for the next few months, I'll add color themes to that list!
Hope you'll continue to enjoy it, and let me know if you run into any bugs or issues. Also I hate asking, cos it feels like begging, but ratings are really helpful at this stage of launching a new app, so feel free to leave me a rating on Google Play
Click to expand...
Click to collapse
Absolutely, no problem.
I do wonder, and I apologize for the off topic, but I never could get a definitive answer... What do the ratings do for you on Play? Seriously, I've asked this of other developers before... Never could get an answer that didn't sound like a politician dodging a question.
Sent from my secret lair in an undisclosed mountainside.
mrdoug said:
Absolutely, no problem.
I do wonder, and I apologize for the off topic, but I never could get a definitive answer... What do the ratings do for you on Play? Seriously, I've asked this of other developers before... Never could get an answer that didn't sound like a politician dodging a question.
Sent from my secret lair in an undisclosed mountainside.
Click to expand...
Click to collapse
Well...I probably wont be able to give a totally satisfactory answer either (or is that something a politician would say?) but:
- Google uses a cocktail of installs, uninstall-rate, and ratings to determine an apps position in its rankings. This means that apps with a lot of recent installs, not a lot of uninstalls (or at least not fast uninstalls), and high ratings are the apps that make it into the top lists and recommended apps, featured apps etc. Those lists are helpful as lots of people do use them to find a new app to download, even if they only look through the top 10 or so, but to be even in with a chance of getting there, an app needs to have ratings!
- Another one is that without ratings it's hard to judge an app. Especially a new app, having some nice 4 and 5 star ratings with positive reviews will help convince people to install a game that according to the Google Play store has only been downloaded 10 times (Play Store is slow in updating install numbers, faster in updating ratings)
- The one that is key for me, is again related to how people decide whether do download an app or not. If it comes recommended by a good friend they might ignore the ratings, but if someone mentions a new app to you or you read something about it somewhere but it has bad ratings, you're less likely to download it (and probably more likely to give it a bad review too, as that's how you're now primed to this app). Where ratings become important to me here is that typically the only time people come back to the app's page in the Play Store, is to uninstall an app they're unhappy with. Which is the ideal moment to leave a 1-star rating. But those people who do enjoy the app, most of them will never come back to the apps play store page, and most of them will not like the app enough to go and give it a rating. This means it feels important to probe for ratings when someone gives positive feedback on an app (on this forum for example) to make sure that an app's rating on the Play Store reflects how people feel about an app. And to make sure it's not just my friends' 5star reviews and people how disliked the app 1-star reviews on there.
Over time things progress a lot more naturally, and positive and negative reviews will balance eachother out and reflect how people actually feel about an app or a game, but in the first week or couple of days a handful of negative reviews (of not offset by some positive ones) can really disrupt the launch of a game, even if it's not the most innovative best amazing game ever, every game deserves a chance
I should mention I just wrote this as a stream of consciousness, I'm not going to read it back now, but I think it reflects how I see the value of ratings (especially around launch time)!
Sorry if it doesn't make any sense, I will go and prepare to run for office now.
mfmc said:
Well...I probably wont be able to give a totally satisfactory answer either (or is that something a politician would say?) but:
- Google uses a cocktail of installs, uninstall-rate, and ratings to determine an apps position in its rankings. This means that apps with a lot of recent installs, not a lot of uninstalls (or at least not fast uninstalls), and high ratings are the apps that make it into the top lists and recommended apps, featured apps etc. Those lists are helpful as lots of people do use them to find a new app to download, even if they only look through the top 10 or so, but to be even in with a chance of getting there, an app needs to have ratings!
- Another one is that without ratings it's hard to judge an app. Especially a new app, having some nice 4 and 5 star ratings with positive reviews will help convince people to install a game that according to the Google Play store has only been downloaded 10 times (Play Store is slow in updating install numbers, faster in updating ratings)
- The one that is key for me, is again related to how people decide whether do download an app or not. If it comes recommended by a good friend they might ignore the ratings, but if someone mentions a new app to you or you read something about it somewhere but it has bad ratings, you're less likely to download it (and probably more likely to give it a bad review too, as that's how you're now primed to this app). Where ratings become important to me here is that typically the only time people come back to the app's page in the Play Store, is to uninstall an app they're unhappy with. Which is the ideal moment to leave a 1-star rating. But those people who do enjoy the app, most of them will never come back to the apps play store page, and most of them will not like the app enough to go and give it a rating. This means it feels important to probe for ratings when someone gives positive feedback on an app (on this forum for example) to make sure that an app's rating on the Play Store reflects how people feel about an app. And to make sure it's not just my friends' 5star reviews and people how disliked the app 1-star reviews on there.
Over time things progress a lot more naturally, and positive and negative reviews will balance eachother out and reflect how people actually feel about an app or a game, but in the first week or couple of days a handful of negative reviews (of not offset by some positive ones) can really disrupt the launch of a game, even if it's not the most innovative best amazing game ever, every game deserves a chance
I should mention I just wrote this as a stream of consciousness, I'm not going to read it back now, but I think it reflects how I see the value of ratings (especially around launch time)!
Sorry if it doesn't make any sense, I will go and prepare to run for office now.
Click to expand...
Click to collapse
Lol. Nah, most people don't take the time to post what you did... Thank you for that. [emoji4]
Sent from my secret lair in an undisclosed mountainside.
It's me again, on a different forum with some more suggestions. Not that I dislike your game (love it), just more (hopefully helpful) feedback.
I've noticed my play is VERY variable. I just got 251k in one game and lost the next with barely over 1k. While there's definitely going to be a random element to this sort of game, it seems like, for me, the difficulty ramp affects my score weakly compared to the base difficulty and randomness. If you're trying for this, fine, but I think a some users get frustrated when they don't feel like they're getting better.
It's not quite obvious to me how levels get more difficult as you go on, but I think you're slowly reducing the number of balls I get per level. Drop 7 had dots so I could clearly see that it was reducing, but your bar doesn't do that.
I'd consider making earlier levels easier, perhaps giving more than 12 balls, limiting the number of times you need to break the ? to 2, upping the powerup probability, or reducing the % of ? balls you get to drop. Heck, you could even make the first few levels so that when the ? ones come up from the bottom, they aren't all ? ones (though that might be more code). Then later ones get worse; you get more ?, less balls, ? take more effort to break.
Just a graphical bother, but I'd change the ? balls so that the colors in the ring are separated by something. I did a bit of mental math and I think there's a bit over 50% chance that a 4 segment ball has 2 adjacent segments that are the same (if you're just generating random numbers 1-6). This seems to match what I see and it makes it hard to figure out how much work is left.

[GAME][FREE]Minimalist physics puzzle game. Over 50 challenging levels.

Get it on Google Play
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Hi there, my newest game, which I have just released, Quantum Bounce, is a combination of puzzle and arcade with an emphasis on aiming and timing.
Weekly Update 1: Added 10 new levels and fixed several bugs.As the title mentions, the game features NO ads and no IAPs and you can pay what you consider the game is worth or pay nothing at all. We all know how annoying and intrusive ads are and how so many new games push the "freemium" model. Instead of doing that, I wanted to try something new and release the game completely free with the possibility to donate whatever amount you think it's worth in order to support me in creating future games.
I have worked almost 2 months on developing the game to reach a polished state that you can see once you play it. From the beautiful music and sounds effects by Nigel Good to the simplistic and clean graphics, Quantum Bounce, creates an enjoyable experience for both casual gamers and the more seasoned ones.
I would love to hear your feedback on the following:
- How fun do you consider the game to be on a scale of 1 to 10.
- How is the performance? Does it run smooth on your device?
- What's your opinion on this "pay model".
- Any suggestions or critiques?
I will be watching this thread for the next 20 hours, so if you have any questions of any kind (development or anything else) please feel free to ask.
Thank you for trying it out and if you enjoyed it please rate it
Any feedback you guys have is highly appreciated
Downloading...
Why does play store say it needs access to in-app purchases, see ss? You said there were none.
Sent from my GT-S5360 (Galaxy Y)
erriperry said:
Downloading...
Why does play store say it needs access to in-app purchases, see ss? You said there were none.
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
The only IAP is the one where you pay what you want for the game. So it's not really a traditional IAP, but a convenient way for people to donate if they wish.
Thanks for downloading the game, can't wait to hear your feedback
Degineth said:
The only IAP is the one where you pay what you want for the game. So it's not really a traditional IAP, but a convenient way for people to donate if they wish.
Thanks for downloading the game, can't wait to hear your feedback
Click to expand...
Click to collapse
Saw that.
Very difficult but good game. It's a bit laggy on my Samsung galaxy y, but that's normal
Is it supposed to be like on the ss (the right side)?
A feature I thought about: on each level, there would be a star or coin. If you take the star/coin and complete the level you get it. Then you can buy stuff, like other ball colors, with your stars/coins.
Sent from my GT-S5360 (Galaxy Y)
erriperry said:
Saw that.
Very difficult but good game. It's a bit laggy on my Samsung galaxy y, but that's normal
Is it supposed to be like on the ss (the right side)?
View attachment 3283420
A feature I thought about: on each level, there would be a star or coin. If you take the star/coin and complete the level you get it. Then you can buy stuff, like other ball colors, with your stars/coins.
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
Sorry, that's a bug which I have now fixed. The update should be live in a few hours. Thanks for noticing
What do you guys think of this payment model?
Quick first five minute review:
Performance was ok, at least on my old X10, other devices will for sure run it butter smooth.
Graphics and design great
You could add more customization for the user, like ball and map designs, etc.
Love the music!
Fair payment model, depending that you didn't made this game for money
Suggestion:
- Custom level designer?
Rate:
7/10
Fun: Entertaining game, could see myself killing time with this game.
Performance: Runs perfect on my phone(Quadcore, 1gb, Lolllipop)
Payment Model: While in theory it seems very fair to the dev and customer, in practice it doesnt work, there might as well not even be an option to pay/donate what you want because 99.99% of users will not pay anything for this type of game. Only time this payment model works is for games with a large fan base with constant updates, see a game like Pixel Dungeon, completely funded by donations because of large fan base and constant updates.
Suggestions: More customization options for ball/backgrounds, use a standard payment model, maybe f2p with non intrusive ads that are removable.
Arcannia said:
Quick first five minute review:
Performance was ok, at least on my old X10, other devices will for sure run it butter smooth.
Graphics and design great
You could add more customization for the user, like ball and map designs, etc.
Love the music!
Fair payment model, depending that you didn't made this game for money
Suggestion:
- Custom level designer?
Rate:
7/10
Click to expand...
Click to collapse
Hey, thanks a lot for the feedback.
- I intend to release more levels on a weekly basis.
- As for the payment model. I don't intend to make any money off it. Before developing the game I read some statistics and on Android less than 2% of people donate for a game the minimum ammount ($0.70). So, I knew from the start that I would not make any money off it but I was hoping that by offering the game for free and no ads I would get a userbase for my future games. So, if you like the game, share it which in turn will push me to create more games in the future
theBdrive said:
Fun: Entertaining game, could see myself killing time with this game.
Performance: Runs perfect on my phone(Quadcore, 1gb, Lolllipop)
Payment Model: While in theory it seems very fair to the dev and customer, in practice it doesnt work, there might as well not even be an option to pay/donate what you want because 99.99% of users will not pay anything for this type of game. Only time this payment model works is for games with a large fan base with constant updates, see a game like Pixel Dungeon, completely funded by donations because of large fan base and constant updates.
Suggestions: More customization options for ball/backgrounds, use a standard payment model, maybe f2p with non intrusive ads that are removable.
Click to expand...
Click to collapse
Thanks a lot for the feedback.
As for the payment model, as I've stated in my reply above, I knew from the beginning that the game won't generate any money. I did it mainly as an experiment and as a way to gather a userbase for my future games.
Again, thanks for playing and if you enjoyed it please rate it
Degineth said:
Sorry, that's a bug which I have now fixed. The update should be live in a few hours. Thanks for noticing
Click to expand...
Click to collapse
It is still there after updating
Sent from my GT-S5360 (Galaxy Y)
erriperry said:
It is still there after updating
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
Yeah, it appears the problem is more elusive than expected. I promise it will be fixed
Anyone else have more feedback?
Bump and more feedback welcome.
A new update will come on friday with 20 more levels .
Hi,
just tried this and it is really good. Not quite my kind of game, but very nicely done. Ran very smoothly on my Nexus 5.
Glitches:
- the "right border bug", that has been mentioned before.
- there was a level, where apparently the ball hit the goal and an obstacle at the same time, so I had both the "continue" and the "retry" controls visible on top of each other.
- I'm not exactly sure about this, but it doesn't seem to follow "angle of incidence = angle of reflection" perfectly. Don't really have a way to verify that, it just felt wrong at times.
Suggestions:
- I would get rid of the "retry" button. It's a little annoying to have to push it every time.
Overall, great effort. :good:
erriperry said:
Downloading...
Why does play store say it needs access to in-app purchases, see ss? You said there were none.
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
Since it's staring right at me in the picture, I have to ask... Why both identity (google) and phone identity? Never understood seeing this in apps. Also, any call information involved in the phone identity & call information header?
Google new grouping of permissions is a disservice to all, I have to say. [emoji53]
Sent from my secret lair in a hidden mountainside.
Mettanine said:
Hi,
just tried this and it is really good. Not quite my kind of game, but very nicely done. Ran very smoothly on my Nexus 5.
Glitches:
- the "right border bug", that has been mentioned before.
- there was a level, where apparently the ball hit the goal and an obstacle at the same time, so I had both the "continue" and the "retry" controls visible on top of each other.
- I'm not exactly sure about this, but it doesn't seem to follow "angle of incidence = angle of reflection" perfectly. Don't really have a way to verify that, it just felt wrong at times.
Suggestions:
- I would get rid of the "retry" button. It's a little annoying to have to push it every time.
Overall, great effort. :good:
Click to expand...
Click to collapse
I have the same device and this review says what I want to say too. Also I attached a screenshot of the problem.
Hmmm this game looks similar to Okay?, but let's see how yours is going to look like, I'm interested.
Mettanine said:
Hi,
just tried this and it is really good. Not quite my kind of game, but very nicely done. Ran very smoothly on my Nexus 5.
Glitches:
- the "right border bug", that has been mentioned before.
- there was a level, where apparently the ball hit the goal and an obstacle at the same time, so I had both the "continue" and the "retry" controls visible on top of each other.
- I'm not exactly sure about this, but it doesn't seem to follow "angle of incidence = angle of reflection" perfectly. Don't really have a way to verify that, it just felt wrong at times.
Suggestions:
- I would get rid of the "retry" button. It's a little annoying to have to push it every time.
Overall, great effort. :good:
Click to expand...
Click to collapse
Hey, thanks a lot for your feedback, I really appreciate it.
The border bug will be removed on the next update (hopefully) along with the double button issue.

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