[Game] Evolution of Tower Defense (Beta) - Android Apps and Games

Hi 2 Everyone,
I have successfully launched my first game for Android.
The name is Evolution of Tower Defense
But i haven't a possibility to test it on different devices.
And i hope that you will try this game and will write some feedback.
All Programming done by me, through 4 months
It's free version so it has only half of all content.
-1 large Map
-13 units (foot and flying)
-34 towers
-3 directions to build towers
-- Military (High damage, massive weapons, slow/normal attack speed)
-- Magic (Normal damage, unique skills, normal/fast attack speed)
-- Lightning (Hight damage but have a lot of space between min and max damage [1-150], fast/very fast attack speed)
- Tower skills
-- Critical Strike (deal increased damage)
-- Shock (hold unit for some period)
-- Poison (deal damage for some period)
-- Type Destroyer (deal some damage to all units, which are same type with unit currently attacking)
-- Fear (force unit move back to start point)
-- Slow (reduce target speed)
-- Flame (put bad curse on unit, which increase damage of all next attack, for some period)
-- Instant Kill (tower has chance to kill target instantly)
- Many different upgrades such as
-- Treasure hunter (you have a chance, get double reward for a killed monster)
-- Nightmare (increase fear effect duration)
and many others
NO ADS
Marketplace:
FREE (I can't post direct link here, but you can find this game on market, searching for 'Evolution of Tower Defense')
Please, if you will find some problems during the game, leave a comment here or in market. Anyway, leave any feedback.
Thank you,
Best Regards

Links plzz
Accidentally typed with my x10 mini pro u20i using my fingers

Thanks, I'll give it a try, looks promising. Good job for not requiring any permissions .
Link for the game here.
Trimis de pe Defy CM9

I tried it, but draging towers to the field didn't work in two ocasions. Galaxy SII, Darky ICS.
Sent from my GT-I9100 using Tapatalk

Nice game will try it thanks dude.

Gives a Force Close everytime I exit the game (using a Motorola Defy CM9 - ICS 4.0.3).
I would suggest to implement, as an option at least, a mini-map, so you can see where the enemy is headed without moving through the whole map. I'd also like to be able to Pause/Resume/Fastforward in any situation (example: if the game is paused I cannot put it on fastforward directly, first I must resume it). But good job, this game has potential .
Edit: Freezed my phone, had to pull battery out. Rebooted, started the game again and surprise: the waves are not shown. They're counted, but they do not appear and the health stays at the same level. It's as if I would play without an enemy. But now it's not Force Closing when I exit the game.

Thanks for your comments.
All wishes will be applied to make it better.
Some problems with forceclosing will be removed with next update.
Due to the fact that the application trying to load many images at one time and sometimes it leads to OutOfMemory problem, but it will be solved soon.

Topic moved down the list...
Let other users to see this topic.
up

Xperia x8.. ook!!
Sent from my E15i using xda premium

vap_66 said:
I would suggest to implement, as an option at least, a mini-map, so you can see where the enemy is headed without moving through the whole map.
Click to expand...
Click to collapse
I will increase the resolution , it will solve the observe problem.
vap_66 said:
I'd also like to be able to Pause/Resume/Fastforward in any situation (example: if the game is paused I cannot put it on fastforward directly, first I must resume it). But good job, this game has potential .
Click to expand...
Click to collapse
Fixed.
vap_66 said:
Edit: Freezed my phone, had to pull battery out. Rebooted, started the game again and surprise: the waves are not shown. They're counted, but they do not appear and the health stays at the same level. It's as if I would play without an enemy. But now it's not Force Closing when I exit the game.
Click to expand...
Click to collapse
Fixed. Except forceclosing...
So check this out.
Many thanks to everyone for yours feedbacks. It's very helpful for me, to find and solving the problems.
PS The full version of this game will contain 73 towers and 34 unique monster with BOSSes. But i need to solve all problems in current version before

Hi 2 ALL,
I hasten to inform you are, that the problem with WAVES is SOLVED.
It's wasn't kind an usual fix. It was really problem related to the build of final signed APK file. Build wasn't correct and the final APK do not work even on my HTC.
But now everything is alright. Please do update or download it again and check this out.
Thank you,
Best Regards

Great! Exciting atmosphere of fallout-like world

Now it works great on my Defy CM9. The map is easily visible because of the resolution increase, waves appear and attack, tower upgrades work.
As it was said earlier, it does have a Fallout atmosphere, which is awesome .
Trimis de pe Defy CM9

A good implementation of Tower Defense!

my last up to this thread
hopes it's not break the rules.

You should avoid auto-translating the market presentation (unless this has been done by Google automatically without you knowing it).
I have it in French and it really is poorly understandable. I prefer having the raw english presentation.
Other than that, the game looks interesting, I'll try it.

Can't download on galaxy s. Stuck on starting download. Did you translate the text into German? It'd be better to let the text English if you don't want to read comments like "lol noob translation".

thanks its fun
i hope next ver graphics better than now

New Updates
Hi 2 everyone
There are many new updates in this game. Enjoy.
CLICK

I'll give it a try, thanks.

Related

[Game][Under Development] Cellulon: Attack of the Virii

I've been holding off on posting about this here until now because there was nothing really ready to be shown off anywhere outside my buzz account. Well, it's still nowhere near ready for prime time(it's not even really a game yet and crashes horribly on the Droid) but I think I have enough to at least show off where I am in development.
Without further ado, this is Cellulon: Attack of the Virii. It will be a 2-d platformer with 3d elements(the models and such will be in 3d, just no 3d movement) for the android platform. The idea is that you play as a citizen of Cellulon, a civilization of single celled creatures. The planet is attacked by an alien race called the Virii, basically a race of viruses who are bent on taking over. You work your way through stages trying to stop the Virii and save your planet. I'm planning on having upgrades where you can pick up pieces of RNA and drop them in a representation of the nucleus that will be in the lower right corner, and allow you to various new things like floating upwards, shooting needles, climb walls, etc.
I'll also likely release a level builder where 3rd parties can create and distribute their own custom levels.
Anyway, this is still under heavy production(nowhere near test ready) but I'll throw up some screenshots here(to be updated time to time) of where I am currently. The first screenshot here is of the game so far running on my Nexus One, and the second is a screenshot of the PC-side level creator running in ubuntu.
Just put up a video with my progress as of today(now has a bit better of a model for the cell with better animations and better collision detection): http://www.youtube.com/watch?v=Gb8XQVHH_Rc
This is still very early in the development stages, only has two levels, and no enemies. Nevertheless, it's a fairly difficult level and is bug free enough to let everyone play with it. The controls are pretty straight forward. Hold phone in landscape mode, tilt left to go left and right to go right. Press trackball or menu to jump(dpad center on the droid). Try to reach the far right side of the level to win(it will pop up a little banner saying "You Win!". Fall to your death and you lose. Either will require you to press back to quit and restart the level to continue playing(from the beginning).
Update: Now has a 3rd level featuring enemies. Getting hit 3 times by the enemies will result in a loss. Kill the enemies by slamming down onto them, by jumping over one and then swiping down on the screen. Getting hit or hitting an enemy will make you bounce off of it.
Also, everyone let me know what you think.
I really like the level builder idea, especially if its robust and easy to use...looks promising.
It's viruses, not virii. You've got your Latin wrong.
I've put up another video at http://www.youtube.com/watch?v=jBsCsPbgiII.
For this one, I used a screen capture program for Android, which is unfortunately very slow(thus the really slow refresh rate). Nevertheless, I'm hoping this can give somewhat of a representation of what my new refraction effect looks like. I'm quite proud of it, and plan for the main character to look very close to what's shown in the video(depending on the background, of course)
Lookin' good man. Kind of reminds me of a cross between master blaster and sonic the hedgehog 3 (when you'd get the water bubble and bounce around). lol
Hate to bump my own thread, but I have a fairly good reason. I have put up a test version of the game(it's still in really early development and is just one level with no bad guys) for everyone to play with. Read the first post to see details on controls/errata. Enjoy!
grainysand said:
It's viruses, not virii. You've got your Latin wrong.
Click to expand...
Click to collapse
Actually he said they were a race of viruses called the Virii
New version is up. It's bug free as far as I can tell now.
Another new version up. Now has a menu structure and better jumping.
i always knew u were upto something great lol, great work man
i just played it, and i must say im awaiting the final release,
Great work!
did you use any tutorials you found online, or just playing around with the samples in the sdk?
cool game
did you use any tutorials you found online, or just playing around with the samples in the sdk?
cool game btw
Click to expand...
Click to collapse
Just played around with it and followed sdk examples. Not really any good tutorials on es 2.0
-------------------------------------
Sent via the XDA Tapatalk App
yeah thats what I was finding also. I decided to learn how to make android apps before I go into games, maybe it will help me understand better.
New update up. Now has a 3rd level with a new addition: enemies.
nice haha. we need more platformers for android

[APP] Geo Wars - A location based game for the HD2

[PORTED TO 3D]
Major tasks done:
3D view, world, perspective
3D primitives
Textures
Lighting
Materials
accelerometer mapped to camera
Major tasks to be done:
- Ray tracing (for picking)
- BoundingBox collision
- Rework game logic (pratically done, just need to add Z axis to the game logic)
- Include soldiers
- Include boats
- Improve performance
- Enhance graphics.
- Use compass to rotate the camera/player's position
Hi
I'm a master degree student, whose final project is to develop a location based mobile game prototype. Although the development is nearly complete, there is some tweaking and adjustments still to be done. As such, and being a member of this community for some time now, I thought i should not only seek your help, but also share this creation of mine. I will describe what it is, how does it work, what bugs does it have (still some unfortunatly) and finally, what i need from you guys.
Description
The game is basically a Tower Wars kind of game. You are a general who was given the task to hold you sector from the invading enemy forces until backup arrives. You're only hope is the experimental technology the government gave you that allows you to instantly deploy machine guns and artillery nests, completly unmaned and automatic. Although these do cost a lot of money, so you have to prove your worth by holding your position and defeating enemy forces.
Game Mechanics
The battlefield is your very own map (yes, from google maps static api xD). Enemies will come from sea air and land, but all of them with some restrictions to their movement, firepower, range, etc. For an instance, while an airplane may move around firing at anything from anywhere, a soldier or a tank must move around the streets, attempting to close in on their target. Boats will only appear if there is water on the map (kinda makes sense). Each enemy unit will try to prioritize its targets, and they have somewhat different AIs. For an instance, a Tank will keep attacking towers while moving in closer to the player's position. Once he gets there it will start blasting the player away. A soldier, however, will always try to attack towers first and only after there are no towers left will he attack the player.
The player can do some actions as well. He earns money for each second he remains alive, for each money filled bag he gets (by moving over them), and for each unit destroyed (each unit provides different bonus money). With this money he can build towers which will do their best to fend of the enemy forces. Each tower works differently, and has different projectily speeds, fire rates, life, costs, damage per hit and projectile type (for an instance, the rocket tower fires homming missiles that never miss its target, unless something gets in the way) The player can (and should also) move around the map (by walking), attempting to draw enemies (such as tanks) into sittuations where those units might get caught in cross fire (be aware that friendly fire works both ways).
So, the player can build towers by clicking on those lettered buttons (each creates a different tower, who'd have guessed?) and by clicking again on an clear area (this area must not have roads or any type of game units in it).
Oh, and in "Settings" you can select the quick game's difficulty, and if you want weather or not to influence the game. Clear weather provides bonus speed and range for all units and projectiles, while rainny or cloudy weather provide penalties to the same.
Know Issues
Since this IS a WIP, there are some (if not ALOT) of issues, them being:
Common issues:
- Weather takes a long time to load, up to a minute (the weather webservice isn't the most accurate or fast around i guess). ALL LOCATION, MAP, AND WEATHER DATA ARE DOWNLOADED IN THE MAIN MENU. YOU CANNOT START THE GAME WHILE THIS DATA HASN'T BEEN DOWNLOADED YET. Just press "Quick Game" from time to time. The button will only work when this data is ready.
- You cannot restart a game. Actually, you have to quit the application (and sometimes even reset your device) in order to start a new "Quick Game".
- Load Game is working, but not for you guys yet. The idea behind of it is to play the game in locations where you physically cant. Basically you'd have to register an account in a site i've created for this purpose (the site was a requirement for this thesis), create the game's there, and then login in the "load game" section and select one of the game's you had created. Works for me in the lab here, but i haven't deployed the website, the DB nor the webservice for this yet.
- Aircrafts can be buggy. And by buggy i mean that sometimes their own rockets blow themselves up. Yes it is funny when you read it down here, but it's not intended.
- Sometimes a ground unit may get out of the road. Completly. Not sure why though.
- The game may be somewhat unplayable in one place, and to easy in another. That's location based games for ya.
- (Feel free to report some extra ones, i'll be sure to add them)
3D
- Soldiers not present yet due to them slowing down the game a lot (geometry too complex, gotta dumb it up a bit)
- Tanks WILL most certainly move away from the streets. This is due to the different coordinate systems used by dx3D and dx sprites.
- Game will run poorly, not due to the complex AI, but due to the poor graphic driver support. Will try to improve.
- You can only position towers when viewing from the top view. Otherwise it is really difficult as ray tracing wasn't implemented yet.
- Player's position may also be erratic due to the different coordinate system.
Requests
Well, this is the part where you guys can help. By now you should notice that while the game works it does so barely. The graphics are cheesy (i'm the one to blame) and the gameplay is IMBA sometimes. So, here's what i need from you fellas.
TRY IT.
No seriously, please do try it.And submit your oppinions about how the game should be tweaked to be more challenging, and what do you think are the issues of Location Based Games themselves. To sum it up i need:
Opinions - on the game, and on location games
Tweak suggestions - the game should be balanced and should make the player move around, but not to tire him or actually force him to be playable. However, players that move around should be rewarded somehow.
Graphic Enhancements - Yeah, game sucks. I need decent sprites. If you got some nice ones that may replace what i've got, go ahead show them ^^. You will be credited. I was thinking of turning the game more GTX like (the main menus are ugly cause i just made them in a rush)
Requirements
You need to have either Chainfire graphics patch or ATI 3D drivers. Why? Because HTC didn't include Direct3D mobile drivers d-_-b'...
If you are reaaaaaally lazy and don't want to get outta the couch, please download FakeGPS, so you can play the game ^^. You can test it easily that way.
Gameplay Video
http://www.youtube.com/watch?v=crnOVldfBgM -- A bit (like, a lot) outdated, but shows off a bit of the mechanics.
Here's a screenshot for you fellas:
2D game:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
3D game version:
Download Zip
2D version
http://feupload.fe.up.pt/get/bBLS4QIrwzz0gRW
3D version
http://feupload.fe.up.pt/get/yukIzyB9JM76cdc
--You can extract and place this anywhere on the phone. Just be sure the *.exe and the Textures and Sound folders are in the same folder.
Suggestions
- Multiplayer mode (possibly a 1 on 1 kind of game) (this, if it is meant to be implemented, will take a while. Prolly will only look at it during summer)
- Put the price on the buttons for the bunkers. (done)
- When building a bunker, move around the bunker that is to be build while the finger is on the screen. Deploy tower on mouse up. (done, i guess)
- Optionally choose where to play a quick game (giving it google map like addresses, such as 1242 Imaginary Av, Portugal) (done)
- Change the zoom for the map (in order to solve the tower placement issue and the rythm of how fast the player moves on the map) (done, but perhaps it could be done more elegantly)
- Nice looking menus (comming up ^^)
Suggestions and possible improvements will be placed here.
Oh, and can a mod put the links in this post correctly, just to make it easier for those that wish to see/download it?
Everybody, feel free to post screenshots as well.
About my contribution
Here I am as I promised ... what it goes on the fact is that I do not like a great deal of plays and even I forget that the HD2 has a folder with two or three but ... I was seeing the movie in the Youtube and also because I read here seem to me a very interesting project but for whom it interest him for plays ... what is not my case. Anyway I ask that they help you in this project and that you could present in your theory a final and deserving product of being in the podium of the best plays and ... with a stamp 'tuga' =Português
Regards and good luck
Thanks for comming
Thanks for comming ^^.
I understand that not everybody is crazy about videogames. And i also understand that many people aren't into Location Based Gaming. Nevertheless i thank you for taking the time to read and see my project. I hope others will find it as interesting as you !
I am now finishing the writing of my thesis! In a month or so it should be done, although i wish to carry on with the development of this project.
Kudos, and once again, thanks for showing up
First of all: I LOVE THIS CONCEPT!
Second: I will definitely test this game as soon as I get around to it and provide you with some feedback.
Third: Do you have any plans to implement a multiplayer version? It would be too cool if you could work together with others building defenses, supporting each other...
Looks interesting, will test it when i finish work
I love the idea behind this game and I am currently transferring it to my phone to try it out I will edit this post when/if I got something constructive to say
EDIT: apparently I preffered to make a whole new post?
my excuse must be that this post was not visible when I created the other...
Here are my observations after a couple of games:
First of all as you kind of mentioned, if you press the exit button in the main menu, you will not be able to start the game itself until a softreset have been made.
Secondly the game crashes for me, and gives me an error after about half a minute of playtime.
Third, in the place where i live it is hard to place bunkers as they are too big (even though the form of the bunker would fit fine ).
I would recommend you to make the bunkers a bit smaller.
Recommendations:
Put a price on the buttons for the bunkers so that i know how much they cost.
When i have to place the towers let is be so that when i press a button and then press somewhere on the map, and i keep it pressed, i will be able to more precisely plant the tower, by moving my finger around the screen, and let go when i want to place the tower.
It would be much appreciated if you made it so that you could choose where to play directly from the game And maybe also how zoomed out it should be, as i myself would love to play in for example famous places
MAMeingast said:
First of all: I LOVE THIS CONCEPT!
Second: I will definitely test this game as soon as I get around to it and provide you with some feedback.
Third: Do you have any plans to implement a multiplayer version? It would be too cool if you could work together with others building defenses, supporting each other...
Click to expand...
Click to collapse
Greetings ^^
Re First: Glad you love it ^^. Really. This concept is somewhat new and not many people like location based games. I would like to know what is your oppinion about location based games in general and why aren't they that much played/developed.
Re Sec : Take your time, i am open to all your doubts and suggestions ^^.
Re Third: You know, you aren't the first to make that suggestion? I'm really considering looking into it, although i thought it would be easier to create a multiplayer where you could opt to spend money buying defensive structures or buying offensive units to attack your foe. That way you could play against anybody anywhere. What do you think?
Shum97 said:
Looks interesting, will test it when i finish work
Click to expand...
Click to collapse
Hoping to hear from you mate ! Glad it caught your interest. Will probably post another video (showing the website and the load game feature). I need to film the game working as well, when the player is moving and the likes.
Hojlind said:
Here are my observations after a couple of games:
First of all as you kind of mentioned, if you press the exit button in the main menu, you will not be able to start the game itself until a softreset have been made.
Secondly the game crashes for me, and gives me an error after about half a minute of playtime.
Third, in the place where i live it is hard to place bunkers as they are too big (even though the form of the bunker would fit fine ).
I would recommend you to make the bunkers a bit smaller.
Recommendations:
Put a price on the buttons for the bunkers so that i know how much they cost.
When i have to place the towers let is be so that when i press a button and then press somewhere on the map, and i keep it pressed, i will be able to more precisely plant the tower, by moving my finger around the screen, and let go when i want to place the tower.
It would be much appreciated if you made it so that you could choose where to play directly from the game And maybe also how zoomed out it should be, as i myself would love to play in for example famous places
Click to expand...
Click to collapse
Cheers!
Really enjoyed your analysis. Exactly the kind of feedback i expected!
First : Yes, i kinda am in the process of finding why the heck that is happening. Since i use a different thread to load location data while the game is loading that probably is the culprit. I will check that out as it is a real deal breaker.
Second: When the game crashes do you see any pattern of why it crashes? It used to have a mem leak but it should be corrected some iterations ago. I will try to further test and debug the app as well!
Third: Unfortunatly this is a known issue. Most location based games have a serious issue with some locations. The solution to this is, either we scale down the size of the towers, or we add the option to zoom the map (in the settings for an instance). The default zoom is 18 (used to be 17) because in some situation more than that proved to be excessive.
On with the suggestions
First: True, i didn't include the price on the button. Honestly i haven't done it yet cause the graphics aren't final. But it's true that i should consider something like that in the following versions.
Second: Tower placement is still an issue, yes it is. Your solution seems to be great! The tower will follow your finger while it moves and is only placed when you lift it. That does solve the tower placement issue.
Third: Well, this is supposedly where the load game feature comes in. It allows you to play any game you previously created. It also allows you to keep track of your scores of each of those created games. It is a finished feature and i'm only looking for a place to host the DB the webservice server and the website. Of course i only created the load game feature because it was kinda required. I agree that specifying the place where you'd like to play your game (via text box or so) is probably the way to go! I will definetly try to add that
Well, that about covers it! Glad you took time to play it and to come up with some neat ideas! Will definetly add them to the main post! I will try to add if not all, some ideas and correct some bugs you pointed out
ei05035 said:
Second: When the game crashes do you see any pattern of why it crashes? It used to have a mem leak but it should be corrected some iterations ago. I will try to further test and debug the app as well!
Click to expand...
Click to collapse
I have chosen to actually read the errors I get and since I do not get much knowledge out of them I though that you might would I have attached the errors I have had so far (3 different errors in total) and hope that this is usable to you
A little wordlist so you know what it says regarding the words:
"ved" = "by" or "at"
"undtagelseskode" = "exception code"
"undtagelsesadresse" = "exception adress"
"læser" = "reader"
Hojlind said:
I have chosen to actually read the errors I get and since I do not get much knowledge out of them I though that you might would I have attached the errors I have had so far (3 different errors in total) and hope that this is usable to you
A little wordlist so you know what it says regarding the words:
"ved" = "by" or "at"
"undtagelseskode" = "exception code"
"undtagelsesadresse" = "exception adress"
"læser" = "reader"
Click to expand...
Click to collapse
Hm, seems that the mem leaks are back. Although i am pretty sure were i messed up. The thing is that i tested a mem leak free version of the game and then i changed some stuff that i thought wouldn't affect the game. Guess i was wrong xD. Will look into it. By sunday or monday i will have a new version, with some bugs corrected and hopefully some new features. I am still writting the thesis and its due to the end of this month, so time isn't really on my side for it. But this project will be continued after that ^^. Thanks for the heads up mate!
Looking forward to it and no problem
Well, just finnished correcting some bugs on the fly. They were kinda obvious ones. Mem leak is corrected, although you might notice some slow downs. Mem management is still due to be optimized but you shouldnt experience Out of Memory exceptions anymore.
Aditionally you can now exit and reenter the game. At least as far as i can tell. If you get a Direct3D exception you will prolly have to reboot the device to run again. But this should not appear.
Oh, and you can now say where you'd you like to play the game. This is still a bit buggy but i will improve it soon. This is in the settings part. Also you can now especify the level of zoom in the map .
Some bugs regarding the positioning of the player in the map are expected (especially when using the "Customized location" option... ) but they will be looked at ^^.
I'm now uploading the new version, and will update the first post.
Kudos everybody!
There, updated the first post. Also took the liberty of correcting the links. The game should be more stable now, although i expect quite a few bugs when using custom game location setting and moving around the map. Also, please give some feedback regarding the GPS positioning precision on different zoom levels.
Next iteration i will try to improve the tower placement procedure, and a few other things.
Finishing thesis
Sorry for being this absent for so long guys. Anyways, i'm now in the process of finishing up my thesis. Hopefully even during this week, I will be able to produce a new version of the game with added features. Stay tuned!
Looking forward
Well, sorry for the lack of news, but the new version is up. It should be a little bit more stable (hopefully). I am considering ditching the Direct3D API and going for Opengl ES. Well, anyways, here are the changes:
- You can now play the game without using the GPS module (you just need to un check the "General moves" option, and fill in the address bar with a valid google maps address)
- Now allows for drag and drop towers. You tap what tower you want to add and then tap and drag around to place it accuratly.
For the future version (hopefully comming in a few days) i was considering:
- Abitily to use neither the GPS nor Data connections! Playing an already downloaded map (for starters this will only allow you to play your latest game. In the future i'm thinking about giving players the ability of playing any played game again).
- Reworked in game graphics. Lets face it, the graphism isn't bad. It just plainly sucks. Will aim for a more coherent design...
- DirectX made menus. Yeah, the .net menus get the job done but they do fell very '90ish. A background image and some custom drawn controls would look nice, don't ya think ^^.
Well, the latest is available in the first post. As always, provide feedback fellas ^^. Kudos from me!
Well guys, seems like i'm on a streak. A newer version is out. It is similar to the previous one with a few visual tweaks:
- All images were kind "Cartoonified" now. Looks cool, i'm thinking of doing something like that to the google map image. Whaddya think?
- Also, as sugested, the buttons now contain a previews of the tower's price as well as a miniature preview of them.
The next major version will have all the menus reworked hopefully. After that, (which will take me a lot of time definetly, since i have to create the textures and alter the game itself) i will consider going to OpenGL ES. It should only require me to change the renderer part of my engine (since OpenGL doesnt use sprites, but planes with textures) as well as the picking procedures for integrating the tapping on the screen with the game logic ( Direct3D does this smoothly, OpenGL requires me to use a projection for doing so -_-'. An orthographic one should do the trick ). Will keep u guys updated, and keep those suggestions commin ^^.
thank you i have been tryin to find a game like this . the g1 has a similar game but with zombies chasing u round the streets i think.
tryin it now . and well done .

[GAME] Livestock Vs The Undead Lite - Zombie TD

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

[GAME][APK] Egg Catcher

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]

[GAME][2.3+] Moonlight Run

Hey XDA,
I would like to present to you my very first Android app/game - Moonlight Run.
It is a very simple endless runner game, with 'noir' graphics and only one objective - get as far as possible. You'll meet only two kinds of obstacles and the game speed will increase continuously.
Flappy Bird (the game which I play a lot even today) was a GREAT inspiration for me, as well as the 'noir' styled graphics of Limbo, so I would like to mention these two. Also, the game is written in pure Javascript, so it is not native. However, thanks to the CocoonJS service from Ludei, I was able to bring it to this platform.
Please, let me know about your opinion. I would also like to hear your thoughts about the difficulty, because I have absolutely no clue whether it is difficult or not, as I was playing it for hours through the development process and now it seems incredibly easy to me.
Google play: https://play.google.com/store/apps/details?id=net.tinoarts.moonlight
Website: http://moonlight.tinoarts.net/
Regards,
Tino
Update 1.0.0:
- minor bug fixes
- app size reduced to less than 50%
Cool game! I think the difficulty is very high, you need quite some time to get a decent score. It's funny that the game insults you when you score something below 10 I also like the graphics very much, the ghosting effect created by the alpha channel pipes is very cool! Will you add Google Play - Games Services Leaderboards?
Thank you very much
Yes, I would like to add the leaderboards in the very near future. Also, the next update will get rid off quite unnecessary permission of getting user's location via mobile data, and I've also found a way to reduce the game size by almost 50%.
Sorry for the insulting though.
Version 1.0.0 is released, I've fixed some minor bugs and reduced the app size to less than 50%.
I would also be very glad, if some of you would be kind enough to try download the game. A friend of mine sent me a screen from Google Play yesterday, saying he is getting an "Package file is not signed properly" error. I tried to download it on my tablet and I got the same error message. Which is strange, because some people actually were able to download and install it. So I re-signed the app with tools from JDK 6, and I would be very happy to hear from you, if you actually can or can not download the game. Thank you very much!

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