Hi, I would like to ask for your help for our study. We created a game, entitled Egg Catcher, for our study/thesis. Our professor told us to post this game online to have an online evaluation, thus, we cant afford to upload it the market because it's a bit expensive for us. So we decided to post it here in the forum.
We kindly ask for your feedback, whether it is good, bad or if the game needs improvement, and also your comments about the game's compatibility issue. As far as I know, the game works well with Samsung Galaxy Ace S5830.
I attached some screenshots of the game such as the Main Menu, the game itself and the highscore. I also attached the apk of the game.
This is for educational purposes only, thank you guys!
Force close on adding name on score, also can you make option to use touchscreen instead of accelerometer, it's to slow. on wildfire s
Egg catcher
Force closes after game and no volume contol ... G-Nex
einstein.frat said:
Force close on adding name on score
Click to expand...
Click to collapse
Same thing here, on unlocked HTC IncS
einstein.frat said:
Force close on adding name on score, also can you make option to use touchscreen instead of accelerometer, it's to slow. on wildfire s
Click to expand...
Click to collapse
Same as he said. On Motorola Atrix 4G with CM7
wolfff said:
Same thing here, on unlocked HTC IncS
Click to expand...
Click to collapse
Same here. HTC Sensation running ics. Runs well however.
Sent from my HTC Sensation 4G using XDA
Thank you for your comments and suggestions! About the force close issue, my partner, Pat Soo, already fixed the bug when entering the high score after the game. I've attached the new apk of our game, hope you like it!
_____EDITS_____
I tested it using my LG-P690 Optimus Net.
Great Start!
I checked it out using CDMA Razr XT912. I noticed a couple of issues among the other things that have already been said, (no volume control, posting name FC).
On the Razr;
1. The eggs fall all the way to the bottom of the screen, but, when they break they show up near the top 1/4 of the screen instead of on the "ground" at the bottom...
2. The sound buttons in the main menu, the sound button on the left works to turn off all sound effects and music, but the one on the right (Musical Note) does not work.
3. When opening the application, it goes straight to the high scores board instead of the main menu screen.
4. the rate of eggs dropping increases at a EXTREMELY high rate, this may be the desire of the developer but it seemed that after just a minute there were more eggs dropping than could ever be caught with accelerometer controls. (although contrary to other posts I have seen on this the speed of the accelerometer controls worked very well for me, quick and smooth with the Razr. Differences in manufacturing of each device and the accelerometers used in each could really cause some issues across a wide variety of platforms so a touch option would be a nice choice.)
5. Finally the last thing that I noticed is that if you press your "Home" button while still in a game it will not pause or even stop the music, so you will have to reopen the application from your app drawer to close out the game and stop the music.
I like this concept for a simple children's game and with accelerometer controls it could even be useful to help development of hand eye coordination skills. sadly as stated the wide variety of accelerometers in devices could cause a great variance of control speed, I think this is a really cool class project and hope to see more and more of these types of projects shared!!!
OVERALL RATING: Still sanding out the rough spots but... TWO THUMBS UP!!!
longino07 said:
Thank you for your comments and suggestions! About the force close issue, my partner, Pat Soo, already fixed the bug when entering the high score after the game. I've attached the new apk of our game, hope you like it!
_____EDITS_____
I tested it using my LG-P690 Optimus Net.
Click to expand...
Click to collapse
You should attach the version no. on apk and upload it to your OP. If not, ppl coming in will still download the apk in the very first post and report force close...
jerryhou85 said:
You should attach the version no. on apk and upload it to your OP. If not, ppl coming in will still download the apk in the very first post and report force close...
Click to expand...
Click to collapse
Sorry for late reply, I already edited the first post! Thanks!
longino07 said:
Hi, I would like to ask for your help for our study. We created a game, entitled Egg Catcher, for our study/thesis. Our professor told us to post this game online to have an online evaluation, thus, we cant afford to upload it the market because it's a bit expensive for us. So we decided to post it here in the forum.
We kindly ask for your feedback, whether it is good, bad or if the game needs improvement, and also your comments about the game's compatibility issue. As far as I know, the game works well with Samsung Galaxy Ace S5830.
I attached some screenshots of the game such as the Main Menu, the game itself and the highscore. I also attached the apk of the game.
This is for educational purposes only, thank you guys!
Click to expand...
Click to collapse
You can send source code for me. Please!
address: [email protected]
Related
I just published the demo for my first attempt at a decent Android game...it was developed on a G1, on which it's barely playable, but I'm really interested to know how/if it performs on other devices. If you're bored please take a look.
There is definitely a lot of room for improvement in the AI and general optimization, but I really want to make sure I get any stability issues cleared up before I go digging through that code again, I'm still open to criticism/suggestions, though!
If you are able to get it to crash, please give me as much detail as you can.
Niiice will download now
Edit Pretty good game actualy (oh and btw im first rating and comment :L )
Looks good, not bad ! Graphics could be improved here and there, but it's a good concept ! Looking forward to the finished game.
Thanks guys! Yeah I'm really not much of an artist, I don't consider them final, but I don't know that I'll be able to improve on them much either My big plans for the full version are a lot more maps, a few more special attacks, improved AI, and multiplayer if I'm able to get it sorted out.
Pretty good! Glad to see you developing a high quality game!
PS I sent you a little message.
Has potential, it hangs up my moto droid. Hard to negotiate between screesn.
So how do i get this game on my Hero? Just take a picture of that barcode picture and then what?
villian1998 said:
Has potential, it hangs up my moto droid. Hard to negotiate between screesn.
Click to expand...
Click to collapse
Does it hang during gameplay itself or during the map loading screen? I'm halfway through a complete re-write of the AI that I hope will improve the framerate (right now the pathfinding alone takes something like 60% of the G1's CPU)
ink718 said:
So how do i get this game on my Hero? Just take a picture of that barcode picture and then what?
Click to expand...
Click to collapse
If you have the barcode scanner or goggles app you can scan that image which translates to a market link, or just search for Pirate Skirmish on the market
Awesome Concept!
Works flawlessly on my EVO. I do agree that the graphics could use a little sprucin' but overall the concept is what sets it apart. And multiplayer would make me like the happiest person alive!
Great game, keep up the amazing work!
Works nicely on my Galaxy S, no issues/bugs, a few comments
- green highlighting around which ship you've currently selected is too hard to see
- perhaps require a double-tap to change ship
- maybe slow down gamespeed a little, it's a bit hard to micro.
You could use an exit method, at least back doesn't work on my SGS. Also, a write up, at least something brief on how things work would be lovely, at least if you don't want to turn-off the average Android person who stumbles upon your game.
I just installed the game on my an Evo and it works.
Suggestions:
- Instructions on how to play, move, goals.
- The two player mode was hard navigate. Attempting to select the second player brought the first player to the second players location. Confirming movement when over a second player would be a plus.
- Background sound, maybe waves, music, ocean sound.
- Instead of pumping up the graphics, keep it simple, but decorate the maps.
- Add a story plot at the intro.
Well thats my opinion, love the work, I hope we'll see more. Thanks for sharing.
Great feedback guys, thanks! I've whipped up a How-to guide and posted it on the site (I can't post links yet I guess, but you can get to it from the market)
alovell83, the back button issue should be fixed in 1.3, can you confirm if you're still having issues after upgrading? (Actually introduced a new bug in the process, now it's a little too eager to quit when the back button is hit)
I think it's time I get to work on a settings menu, since everyone is going to have a different preference, so far I'm thinking adjustable HUD/icon sizes, ship selection method (tap, double tap, long press), and game speed. Any other suggestions?
I'm also planning to add a few new special items in the near future. I've got a couple ideas, but if anyone has suggestions for this, now's the time!
Back to the graphics, the castle graphic is probably the best example of what I'm ultimately aiming for, clean and simple...but throwing in some terrain decorations is a good idea, and I'm sure it will help a lot towards bringing the maps to life.
kinda reminds me of a long abandoned game i used to play called world of pirates online
this game has a lot of potential!
Bout to check it out. Market lagging for some reason
Sent from my HERO200 using XDA App
just downloaded the game. it's pretty good game, just need a li'l work here and there. especially the animation. and one other thing. you should put hot to play. it took me a while to figure how to play.
Well it works good so far on the hero. And I have seen apps way worse that you have to pay for. So by the time your done I'm sure it will be great.
Sent from my HERO200 using XDA App
Any way you could provide an APK? I don't know what's going on with my phone but the Market keeps crashing every time I try to DL Pirate Skirmish... not other apps, just that one. Weird.
Sure thing, here is the .apk for version 1.3.2 just published including the How to Play link from the main menu, thanks again everyone.
Since 1.3.1 I haven't seen any crashes in the dev console, but as far as I know these only show up for 2.2 devices. So again, if anyone is getting a repeatable crash, please send me the logcat output and a quick description of how you caused it. If you don't have adb installed on your computer there is another great app called Catlog in the market that will let you save and send logs from your phone.
Awesome, thanks! I'll report back after trying it out a bit.
Update: I got a "This application closed unexpectedly" within a minute or so... I was trying to attack a castle and I was tapping it over and over. I am on 2.2 using a Desire ROM by mattc on an HD2. HD2 normally doesn't have any issues that standard Android devices don't have, but who knows depending on how the app works... I don't have ADB, but I'll go get Catalog and send logs if I can figure it out.
Hi everyone,
Just released my first game on the Android Market, and wanted to know what people think! Most of the testing was done on an HTC Hero, so it would be good to hear from people running different hardware. There's a market link below and more details on my website (bluxu.com). Enjoy!
Description: SteepleChase is a race against the clock which tests your navigation skills to the limit! In this fun and frantic game you must find your way around a randomised course armed with only the most basic tools. Compete with your friends to obtain the highest score on a course of any length you want - from a wander round your neighbourhood to a road trip across America!
(Oh and here's an apk as well in case you want to install it yourself!)
** Version 1.0.1 now available (fixing most of the problems people have mentioned in this thread)! Updated apk file available below! **
I loaded it. Will try it out
On rooted Desire.
Interesting idea!
Thanks Berliner42. What did you think of it? Does it all work okay? Anyone else have any feedback - I'd be delighted to hear what you think!
Hi, i tried the app, seems interesting. I noticed, that the app doesnt close the gps after exiting. I had to kill the app app with the taskmanager.
Interesting!
Just a bug: When GPS is closed from PowerWidget, app just freezes (Froyo Rooted).
Edit: Only at first run. I cant press "Accept". After first run its okay, it asks for it
mali100 said:
Hi, i tried the app, seems interesting. I noticed, that the app doesnt close the gps after exiting. I had to kill the app app with the taskmanager.
Click to expand...
Click to collapse
There is turn GPS of after exit, in the options.
Amazing idea There are so many people with crazy ideas, I like that xD
Will try it out tonight when I get home (I don't have USB rights on the work's PC :/)
Edit : I'm stupid, I didn't see the QR xD I'm downloading now
Edit 2 : If you don't activate the GPS on launch, then the app will freeze.
And I thought it would impose me a destination xD But choosing one is cool too
Hi, I like this idea, and downloaded it from the market.
I have HTC desire and whenthe game starts the screen for the map is quite small (screenshot attached), and have to zoom out to see the waypoints and finish.. when zoomed out it it as again too small and hard to read...
I'm mainly wanting this for multiplayer, so am waiting anyway..just letting you know, if this is isn't supposed to be like it..
Thanks, Matt
Edit, can't upload pics from phone, will do it soon..
Thanks everyone for your feedback! I should be able to do a release to fix bugs at the weekend.
@barisahmet/khoral: thanks for your comments, i'll look into why it crashes on start-up if gps isn't enabled and fix it before the weekend
@khoral: i'll implement an option where it chooses a destination for you in a future release - thanks for the idea!
@mattmanwrx: it would be great to see a screenshot if you can get me one. i'll change the starting zoom level so the map doesn't start too zoomed in. The multiplayer version should be released around the end of January as an update on Android market (I'll post on here to remind people as well!)
I forgot to post them... email reminded me!
Attached!
Thanks
Second picture is the first snapshot (not zoomed at all, just as the game starts) seond snapshot is zoomed out (cant see the waypoints or the end).
Thanks for the screenshots - I'll look into why the map is so small on your device (it ought to fit most of the screen). Hopefully I'll release a fix at the weekend.
No problems... if it helps the screen is 480x800 resolution....
sent from my DeFroSTed HTC Desire
OG Droid: Bugless 0.6.1
Runs great, Haven't taken it out for a spin yet might do that tonight with friends. Few things you might add orientation so you can have it in landscape. Slide open and closed keyboard and that didn't cause any problems at all. Also some ideas, it being a game you may give it different difficulties like Easy: Option to view map open at no cost and a Hard: Option to view map comes at cost of points. Just a idea to add some options to it. Also Multiplayer I have some ideas if you would like to hear them just shoot me a pm. I really like this app and sure beats playing the penny game in my car when me and friends are bored.
Also might add disclaimer that you are not responsible for anything that happens during the course of the app like people speeding, running stop lights/signs, getting into wrecks. I think that most people are smart enough to know that they must obey the laws while using this. Just a thought for the 1% of people out their who try and always pin it on someone else
Thanks for the extra info mattmanwrx that should help me sort things out. And thanks for your feedback bmxmike, I'll definitely put those ideas into a future release.
Keep the feedback coming everyone! Cheers!
Update
Hi everyone,
Just to let you know that we should have an online scoreboard system set up in the next release, which will be with you soon! In the meantime do let me know your thoughts and comments on the game, or leave me a review on the Market! Thanks for your support!
2011 Jul 22 : Update : V1.2 just released to market.
---
Hi,
We've just released v1.1 of Livestock Vs The Undead Lite, a free rts/tower defence game, onto the Android Market and Amazon Market. (edit : just added some screen shots)
This version incorporates huge improvements in both game-play and content over the first release - so please revisit if you saw the first one and found it lacking and let us know what you think.
The project development is largely driven by feedback, so all comments are welcome. We have many plans to implement and would be interested in how you would wish to see things progress.
It is our first game on this platform and sincerely hope you like what you see so far.
Kind regards,
Paul
For the people who like to use qrcodes:
[qrcode]market://details?id=com.yorkit.livestockvstheundeadlite[/qrcode]
Feedback will follow
[edit] The games doesn't start on my Desire Z [/edit]
Thanks for the QR code post!
I've received reports of a memory leak. This has been tracked down (to the plantspot class) and I'll be releasing a patch later today.
Sorry about the bug - it didn't show up on my device or the simulator and I hope it doesn't put you off checking after the update.
Kindest regards,
Paul
Tricky-Design
v1.1a has now just been posted. Please let me know if it has done the trick.
Regards,
Paul
pphillips001 said:
Tricky-Design
v1.1a has now just been posted. Please let me know if it has done the trick.
Regards,
Paul
Click to expand...
Click to collapse
After updating your app it still wasn't able to start unfortunately.
The phone i've got is a HTC Desire with stock non modded (looks like i'm one of the few around here ) Android version 2.2.1.
If you need some more information, just ask. I'm happy to help!
Tricky-Design said:
After updating your app it still wasn't able to start unfortunately.
The phone i've got is a HTC Desire with stock non modded (looks like i'm one of the few around here ) Android version 2.2.1.
If you need some more information, just ask. I'm happy to help!
Click to expand...
Click to collapse
Thanks for trying again and sincere apologies that it's not behaving. My test device is a Desire running MIUI, and given that yours is unmodded makes its bad behaviour all the more worrying.
If you would be so kind to submit your logcat - I'll see if I can trace down the source of the problem (most likely memory at a guess).
Many thanks,
Paul
v1.1b has been uploaded with further memory optimizations.
This should fix some of the issues a number of you have reported.
Cheers,
Paul
Hi paul, good news. After the second update the game works. I shall give it a try later on today.
Tricky-Design said:
Hi paul, good news. After the second update the game works. I shall give it a try later on today.
Click to expand...
Click to collapse
Superb. I just hope you feel the game warrants the effort!
It is a plants vs. zombies spin-off. An interesting idea that you can move your defenses after placing them, I still did not figure out if I like it. It enables me to have a set of strong defenders and just move them wherever the zombies come most.
Can not say that I particularly loved this game, why not buy the classic plants vs. zombies?
Anyways, issues/bugs I had:
1) Music continued playing once I clicked the main menu button of my phone. The screen went to my desktop but music continued. Check whether music always stop in your onPause.
2) Once I lost a level, the "play again" button does not always work. I pressed it several times before being taken to the menu.
3) I placed two hens one after the other, and there is something wrong with the graphics. The egg from the first hen appeared to fly UNDER the second hen. Sometimes it seemed that it flew above the hen body but under the hen's head.
4) I did not play until the higher levels, but do you have enemies that are not simply stronger zombies? I mean digging, flying, invisible, lane passing, whatever?
jrojrojro said:
It is a plants vs. zombies spin-off.
Click to expand...
Click to collapse
Yup. As it's my first project I thought I'd write it in a genre that I personally loved. PvZ itself is a spin off of other tower defence games. I thought I'd try and take the idea further and in different directions.
jrojrojro said:
An interesting idea that you can move your defenses after placing them, I still did not figure out if I like it. It enables me to have a set of strong defenders and just move them wherever the zombies come most.
Click to expand...
Click to collapse
I have tried to tweak the balance - certainly on the further levels - to require a careful balance between defence/offence/placement/ordering.
jrojrojro said:
Can not say that I particularly loved this game, why not buy the classic plants vs. zombies?
Click to expand...
Click to collapse
I'm sorry it doesn't appeal. Would you be able to make any suggestions that would make it more your type of game? The project is community feedback driven - so I would take all comments very seriously.
As for why not buying PvZ? Firstly, this is a free game and secondly PvZ isn't available for all android phones globally, the Amazon exclusivity has made sure of that. (And thirdly - I can't alter their game! )
jrojrojro said:
Anyways, issues/bugs I had:
1) Music continued playing once I clicked the main menu button of my phone. The screen went to my desktop but music continued. Check whether music always stop in your onPause.
Click to expand...
Click to collapse
I shall look into that.
jrojrojro said:
2) Once I lost a level, the "play again" button does not always work. I pressed it several times before being taken to the menu.
Click to expand...
Click to collapse
There seems to be an intermittent pause occurring on the menu screens when it is synchronizing with the surfaceholder. I'll try and get this resolved for then next release.
jrojrojro said:
3) I placed two hens one after the other, and there is something wrong with the graphics. The egg from the first hen appeared to fly UNDER the second hen. Sometimes it seemed that it flew above the hen body but under the hen's head.
Click to expand...
Click to collapse
This is a 'feature' of the new graphics engine. All of the sprites have reverse y-axis display priority, so that the creeps can walk in front of each other. I could easily take the bullets out and superimpose them instead.
jrojrojro said:
4) I did not play until the higher levels, but do you have enemies that are not simply stronger zombies? I mean digging, flying, invisible, lane passing, whatever?
Click to expand...
Click to collapse
There will be. I had to restructure most of my code between v1.0 and v1.1 so that I can now start putting in more variety in creeps, towers and bullets. The next release will certainly have some.
jrojrojro - many thanks for the feedback and I am sorry it doesn't push all of your buttons. As I mentioned earlier - this is my first venture into android game writing and I am trying my best to give something back to this great community. I appreciate your time and I hope together (collective we) we can put together something great.
Regards,
Paul
Oh OK, for a first game this is great! Anyway I wish you good luck.
Some things:
1) If I play the game, then click the main menu, and then try to start the application again I receive an error and the application closes.
2) There is no way to save the game (or I did not find it?). Whenever I start it I am back to hens-only. Is it because it is a demo version? If so, you should know that not many players will progress beyond a few levels, and therefore you should have some interesting content,enough to convince them to buy, in those first levels.
3) About sprite ordering, here is what I did in my game:
have each game character class (in you case hen, zombie, egg) define a displayPriority function, and store all game characters in a java.util.TreeSet, with a Comparator that compares them by displayPriority. Here is my code:
Code:
private SortedSet<GameCharacter> characters = new TreeSet<GameCharacter>(
new Comparator<GameCharacter>()
{
@Override
public int compare(GameCharacter char1, GameCharacter char2)
{
if (char1.getDisplayPriority() != char2.getDisplayPriority())
{
return char2.getDisplayPriority() - char1.getDisplayPriority();
}
if (char1.equals(char2))
{
return 0;
}
return char2.hashCode() - char1.hashCode();
}
});
pphillips001 said:
Superb. I just hope you feel the game warrants the effort!
Click to expand...
Click to collapse
No it didn't, good job for a first game!
I've noticed one little thing. When the several creatures are eating the hay and the first one stops because the hay is gone, the sound of eating stops but there are others still eating.
screen shots ??
jrojrojro said:
Oh OK, for a first game this is great! Anyway I wish you good luck.
Click to expand...
Click to collapse
Thanks. I can see I'm going to need all the luck I can find!
jrojrojro said:
Some things:
1) If I play the game, then click the main menu, and then try to start the application again I receive an error and the application closes.
Click to expand...
Click to collapse
I do need to review my pause code - something is definitely not behaving.
jrojrojro said:
2) There is no way to save the game (or I did not find it?). Whenever I start it I am back to hens-only. Is it because it is a demo version? If so, you should know that not many players will progress beyond a few levels, and therefore you should have some interesting content,enough to convince them to buy, in those first levels.
Click to expand...
Click to collapse
I was thinking of persisting score/level, so each time you came into the game you started where you had left off. Or do you think something more comprehensive is required?
I've got a number of different creeps/tower/bullet features that I'm going to put in. The last version was largely infrastructure changes in preparation for these.
I think I've been too keen and made the mistake of releasing it at too high a version. I'll know better in the future.
jrojrojro said:
3) About sprite ordering, here is what I did in my game:
have each game character class (in you case hen, zombie, egg) define a displayPriority function, and store all game characters in a java.util.TreeSet, with a Comparator that compares them by displayPriority. Here is my code:
Code:
private SortedSet<GameCharacter> characters = new TreeSet<GameCharacter>(
new Comparator<GameCharacter>()
{
@Override
public int compare(GameCharacter char1, GameCharacter char2)
{
if (char1.getDisplayPriority() != char2.getDisplayPriority())
{
return char2.getDisplayPriority() - char1.getDisplayPriority();
}
if (char1.equals(char2))
{
return 0;
}
return char2.hashCode() - char1.hashCode();
}
});
Click to expand...
Click to collapse
Love this! I'm currently sorting the class on each draw - your version is 1000% better. Can't thank you enough on this one!
Cheers,
Paul
pflorin said:
screen shots ??
Click to expand...
Click to collapse
Excellent idea - I'll add some to the OP. Thanks pflorin
pflorin said:
screen shots ??
Click to expand...
Click to collapse
Done. Screen shots added to OP.
Tricky-Design said:
No it didn't, good job for a first game!
Click to expand...
Click to collapse
Thanks, but am genuinely sorry you didn't like it. Would you share what you didn't like? Style/genre/playability/content? I am constantly adding to it - so I may be able to improve the game for you.
Tricky-Design said:
I've noticed one little thing. When the several creatures are eating the hay and the first one stops because the hay is gone, the sound of eating stops but there are others still eating.
Click to expand...
Click to collapse
Not spotted that one, thanks. I'll have it fixed for the next release.
Thanks for the feedback,
Paul
UPDATE v1.2 Just released onto the market
Thanks for all of the kind and constructive feedback. Please keep it coming. I think it's coming along nicely, next stage is to lay more in-game features.
More importantly - what do you think? The link is in my signature.
I've also started up a blog - if anyone is interested in writing their own app - it's how I've found the process.
::1.2
+ Redesigned graphics engine
+ Support for multi-sized devices including 320x480 up to tablets
+ Enhanced levelling system
+ Persisted scores and progress
+ Mute music/fx added to front screen and gameplay screens
+ Added new creep
+ Fixed FC issues on game leaving/re-entering
+ Redesigned splash screens
+ General bug fixes and graphical tweaks
Main discussion thread : http://forum.xda-developers.com/showthread.php?t=1094062
Whoops - double posted. Sorry
For those who like the Football Manager series for the PC, the Android version has recently arrived!
http://www.sigames.com/news/14114/Football+Manager+Handheld+makes+Android+debut
http://www.sigames.com/news/14115/Football+Manager+Handheld+for+Android+out+now
I bought it earlier and I must say...very impressive, however...it only has a lower resolution and doesn't make full use of the 1200x860 resultion for the Galaxy Note but that is being considered by Sports Interactive!
the lower res is keeping me from buying it, for now.
and its rubbish
I didnt play it yet but the resolution is just crap!!!
Sent from my N-7000 using hands...
thanks for sharing
Thank you for sharing with us, but the video isnt about FH 2012...
I agree but for $9 I expect a quality product that at LEAST takes advantage of the entire screen.... Not some half assed compatibility
Sent from my GT-N7000 using xda premium
mauaus said:
I agree but for $9 I expect a quality product that at LEAST takes advantage of the entire screen.... Not some half assed compatibility
Sent from my GT-N7000 using xda premium
Click to expand...
Click to collapse
Thats your right - I've done my best to ensure the game works on as many devices as possible, now the game is out we're looking to provide additional skins for devices during updates to the game.
I apologise that we couldn't get these ready for release, but to be honest we're still trying to assess which of the myriad of different devices/resolutions are the most important to support at present (I looked at automatically scaling the display to fill the screen but on a text heavy game it ended up rendering in a blurry manner and I felt it better to go with crisp text in a bordered window than give people headaches).
Marc Vaughan said:
Thats your right - I've done my best to ensure the game works on as many devices as possible, now the game is out we're looking to provide additional skins for devices during updates to the game.
I apologise that we couldn't get these ready for release, but to be honest we're still trying to assess which of the myriad of different devices/resolutions are the most important to support at present (I looked at automatically scaling the display to fill the screen but on a text heavy game it ended up rendering in a blurry manner and I felt it better to go with crisp text in a bordered window than give people headaches).
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I really didn't mean to come off as an ass haha I hope you will support the note, it sold pretty well and has a solid following.. Lots of people mentioning the note in the si boards and in Google play reviews.
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mauaus said:
I really didn't mean to come off as an ass haha I hope you will support the note, it sold pretty well and has a solid following.. Lots of people mentioning the note in the si boards and in Google play reviews.
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The Note does appear to be popular and I hope that we will be able to support a HD skin for it in the near(ish) future - we're doing the utmost we can to support the game to the best of our ability and will be rolling out updates for the game as promptly as possible.
In case its of interest to people this is the current 'state of the update'' taken from the SI Games bug forum:
#3.4a - First Android Update
Improve alignment of text on dialog box (HD Skin)
Add warning if app is run on a device with inadequate resolution
Welsh Manager Performance Award Fix
Port Vale Point deduction
Fix rare issue in European comps if a minor club wins major competition
Fix for Vans Trophy issue if a conference club qualifies for Europe
Minor text fixes (grammar and translations)
Improve the manner in which players react to bankruptcy
Added apostrophe to keyboard
Fix crash if you slide out physical keyboard while scout search is happening
Improve accuracy of required storage space calculation
Fix very rare corruption of player history in long term saves
Hardware Back button now does 'back' in the game when applicable
(Please note we won't indicate any items on here until they're completed - this included new skins, so the fact that something isn't present doesn't mean it won't be done - just that its not completed at present)
I'm suprised you didn't develop for a tablet target screen and scale down. Rather than aim for the small screen and scale up. Alas though it doesnt quite fill the screen I have many other niggles with the game that irritate me a lot more than the res!
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davexeno said:
I'm suprised you didn't develop for a tablet target screen and scale down. Rather than aim for the small screen and scale up. Alas though it doesnt quite fill the screen I have many other niggles with the game that irritate me a lot more than the res!
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I looked at that approach but found that the different aspect ratios between the various devices available made it untenable - simply put as you scaled down the text became blurry and unacceptable for reading imho.
As such the safest approach was to implement skins for various resolutions and use them, the current HD skin works on all devices - but isn't optimal for the larger tablets at present.
If you have other niggles then please by all means post away - any constructive feedback you can give will help me continue to improve the game (I like people actively complaining about my products so long as they do so in a constructive manner ...people just saying 'its great' don't help it improve as much as someone explaining what I might do to improve it).
Marc Vaughan said:
I like people actively complaining about my products
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Well that must have come in handy over the years!
Very impressed with the level of support as always, Marc.
I will buy this but I might wait until there's a Note skin.
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A dream piece of functionality for a handheld FM game would be drawn 'playbooks' which would be perfect with the Note's pen input - tap two points to indicate a pass, draw a line to indicate a move and scribble to tell Pav to "just f-ing run around a bit" - that sort of thing.
JolyonS said:
A dream piece of functionality for a handheld FM game would be drawn 'playbooks' which would be perfect with the Note's pen input - tap two points to indicate a pass, draw a line to indicate a move and scribble to tell Pav to "just f-ing run around a bit" - that sort of thing.
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I LOVE that sort of concept - but its a long term thing I'm afraid, it takes time to move an application forward, especially with a small team (the FMH team across all three platforms (Android, iOS and PSP) consists of me and Richard Jones as the only developers) ... I've lots of plans in this direction don't worry (along with various sketches of how I want the HD skin to eventually look.
Please bear with me - its a long journey to where we're heading, but I hope you enjoy the ride
Marc, between the SI forums and here (probably others too) I'm surprised you find any time for development. Appreciate the time taken to improve the game.
I'd like to have the option of telling players what to do at set pieces, both attacking and defending; 'cover the far post', 'pressure the keeper', that sort of thing. Also the option to give the team a right b0llocking at half time would be good.
Really enjoying playing FM again though, even with the black borders. Nothing else is getting a look in, game-wise, at the moment.
I shall update with my niggles when I get more chance to fully 'absorb' myself into the game. Little things like easily comparing player stats is one, but as I'm a bit of a noob to this game it could well be there's an option I've missed!
raines43 said:
Marc, between the SI forums and here (probably others too) I'm surprised you find any time for development.
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I'm not a big believer in sitting around idle while I wait for things, as a developer there are frequently times in the day when you're waiting for a build to be done or a test to finish ... when thats the case I often nip online and try and make a post or two.
Appreciate the time taken to improve the game.
I'd like to have the option of telling players what to do at set pieces, both attacking and defending; 'cover the far post', 'pressure the keeper', that sort of thing. Also the option to give the team a right b0llocking at half time would be good.
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I know I'll be expanding the game feature set in the future HOWEVER its vital imho that I keep the game flow nice and fast and easy to pick up and use, its for this reason I'm not rushing to put such options into the game... this isn't to say I won't do it, but I want to ensure its done right and the speed and feel of FMH remains intact when I do so (ie. watch this space, but its probably not something I'll do quickly as part of an update).
Really enjoying playing FM again though, even with the black borders. Nothing else is getting a look in, game-wise, at the moment.
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Cool - glad you're enjoying the game
---------- Post added at 06:18 PM ---------- Previous post was at 06:17 PM ----------
davexeno said:
I shall update with my niggles when I get more chance to fully 'absorb' myself into the game. Little things like easily comparing player stats is one, but as I'm a bit of a noob to this game it could well be there's an option I've missed!
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You're correct that there isn't currently a 'compare' option in the game - its something I want to add in, but its the actual 'UI' approach to it which I haven't got down 'pat' yet .... once I come up with a system I think is intuitive and easy to use I'll definitely look to add that in.
Update is out for the game and it now runs at full screen (it's actually 1280x720 but you can't tell it isn't full screen). Haven't checked out everything else that the update does but what I've noticed so far: The ball animation is jerkier on the game highlights, as are some player movements. Also one of my players hit a shot over the goal and onto the roof behind but it gave it as a goal. That hadn't happened in the 5 seasons I've played before the upgrade. Still, happier having the full screen mode than not and still loving the game.
Another bizarre 'goal', my player kicked the ball out over the half way line (off the bottom of the screen) and it was given as a goal.
Have to ask why has the exit game button been removed from the main menu screen? To leave the game I now have to press the home button and then close FM2012 in the task manager. A bit clunky.
raines43 said:
Another bizarre 'goal', my player kicked the ball out over the half way line (off the bottom of the screen) and it was given as a goal.
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I'll check into this.
Have to ask why has the exit game button been removed from the main menu screen? To leave the game I now have to press the home button and then close FM2012 in the task manager. A bit clunky.
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The 'exit' button had to be removed I'm afraid as a very small minority of devices (5 reports) had problems with it working - the effect of these problems was severe for the individuals concerned (ie. crashed the devices or caused issues with the SD Card) and so I felt it was better to remove it as I couldn't track down the reason it was occurring for them.
I am however planning on including an 'invisible' exit option in the next update - ie. clicking the 'back' button on the game entry page will then bring up a 'are you sure you want to quit the app' option - hopefully that'll be the best of all worlds for everyone (he says optimistically ).
Thanks Marc, I've played quite a few more matches and nothing else weird has happened since the halfway line 'goal'. Unless you count Barnsley being 3rd in the Premier League as weird.
Game is now optimized for our Xperia Play.The controls are in Beta stadium. Please email dev for constructive feedback on controls and gameplay. Multiplayer features will be added in the future.
Google Play Link
https://play.google.com/store/apps/details?id=com.workeffective.therunesguild.beginning
droidgamers news article
http://www.droidgamers.com/index.php/game-news/android-game-news/4166-the-runes-guild-beginning-offering-up-pure-hack-n-slack-gaming-fun-on-android
Lets keep our fingers crossed..I may buy it now just to play it....looks freaking sweet.
Edit: oh yeah, XP controls would be awesome for this....I like it...
Edit2: eh, needs some more work, but it can become really awesome...needs a tutorial for one thing, even if it is just a button tapped/masher heh.
Sent from my SPH-P100 using xda app-developers app
So, after intensive talking with the developer we will get Xperia Play controls. Don´t know if it´s a seperate version or integrated in the version i´ve bought.
If anyone is interested in this game and wants to improve the experience with this game please email the devs. They are really nice and if you give constructive feedback, they will implement the suggestions you made. :good:
UNCUT88RAW said:
So, after intensive talking with the developer we will get Xperia Play controls. Don´t know if it´s a seperate version or integrated in the version i´ve bought.
If anyone is interested in this game and wants to improve the experience with this game please email the devs. They are really nice and if you give constructive feedback, they will implement the suggestions you made. :good:
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Awesome...ill be sure to help out heh.
Sent from my R800x using xda app-developers app
did you stress the importance of touchpads?
@rubbergnome
Yes, i recommended the devs to use the touchpads. The only problem is that they don´t have a Xperia Play for testing purpose. So we must play Beta testers and give them advices when something isn´t working right.:silly: But hey, they do it!
i'm available to beta test anything if it's about optimization hehe. There are links from sony about touchpads anyway. I sent them to the aralon team and the realms of fortune developer. You can find them via XperiaPlayGamer, from the "how to optimize" page to the sony site to the touchpad articles.
by the way, the camera in this game is kinda awful since you just can't control it. It slowly adjusts itself behind the character each time. So heh
Its very bad...
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So i got a test apk from the dev and i´ve tested the controls. It works good. You use X,Square and Triangle for sword attack. Circle is for a fireball attack. D-pad is used for moving. Left Trigger to run, Right Trigger to sneak.
However, the game does not use touchpads at the moment. I recommended the Zeus developer to the dev for touchpad controls. If anyone is here who wants to help out or has experience with touchpads controls please email the dev! If you want test apk, please also email the dev since i´m not allowed to distribute it. Please give feedback!
Free Camera patch comes this week.Also recommended them to implement the controls, game launcher support, as fast as possible.
@ Gtsito
What is bad exactly?`Please tell. Also email dev since negative feedback can make games better
UNCUT88RAW said:
So i got a test apk from the dev and i´ve tested the controls. It works good. You use X,Square and Triangle for sword attack. Circle is for a fireball attack. D-pad is used for moving. Left Trigger to run, Right Trigger to sneak.
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Awesome! I was waiting to hear something like this just for absolute confirmation.
I'm gonna go ahead and buy now.
UNCUT88RAW said:
@ Gtsito
What is bad exactly?`Please tell. Also email dev since negative feedback can make games better
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Hello mate. As I was testing the game and did not like. The simple graphics, design in general and of the enemies is very rough, but if the color is good. The control is very rough, the camera is insane, the gameplay is very simple button mashing and sometimes you miss the enemy, or animations of the attacks are bad. No enemies stop coming all the time and the game lacks depth, and which go somewhere, something more adventurous.
No, that's the impression I gave. Maybe I felt bad but after playing the fabulous Aralon ... hehe. Granted it has a good base and if she could work more on anything good. Anyway it is appreciated that the control pad adapted xperia.
I have read that have improved the camera, so I'll try again to see such. (I uninstalled)
Without wishing to criticize, just to help my honest opinion as a lover of video games. a greeting
I agree with you Gtsito, there is room for improvments. The camera isn´t good and it´s annoying that a lot of enemies spawn at the beginning of a level and after that there aren´t a lot them. Maybe they can improve more.
Also, the developer says that a lot of fixes and optimations will come till saturday. So stay tuned and check Play Store for more updates.
Oh, good news. Actually I played the first version released and uninstalled it knowing that would come out more updates. Then I will consider further improvements and prove it.
Thank you, greetings
The update that makes it Xperia Play Optimized is live.
1.5.2 - What's in this version:
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- FREE CAMERA
- Xpedia Play Support Beta (Please test and give us feedback)
- Difficulty in Forest adjusted
- AI tuned allows more exploration
- Animations shorter and faster, better gameplay
- Magic button top of the Joystick (activated by catching 6 x blue diamonds)
- Environment Sounds are now stream through the SD Card, to decrease memory usage.
We thank the users feedback has been great, special thanks to P.G. , TLR and K.
---- Previous Versions
MOVE TO SD
GUI Adjustments
Wow thanks for pushing them TLR
I´m gonna update thread, ok? And thanks TLRtheory for xperiaplaygamer.net and the article "Optimize your game". Was helpful for dev. Keep up the good community work!!!
P.S. By the way i´m P.G.
testing the real thing
yep it is better now with the gamepad and it responds better than the test version
the test apk had a fireball attack and 3 sword attacks,no fireball or maybe its later on...this one has 4 sword attacks
also the camera is still and doesn't rotate ,or i did not figure how to do it from the game
i like the 4 sword animations and would like to see some kind of chain combo animation with the button layout
sort of RPG Soulcaliber
of course that's just me