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I've been working in a soccer game for some time, still a lot of work to do but you can see an early preview here:
I'm working now on how to control the game, you can see in it in the video. I think this is the most important part of the game.
Any ideas and suggestions would be appreciated.
Thank you!
looks awesome.
I guess you could control the player with the trackball, screen upside/down, and tap the screen to shoot/pass.
Or use your onscreen D-pad and tap to shoot/pass.
awesome stuff dude.. I tried this one football game from the market and it was serious crap... this is the kind of football that would work great on touchscreens i think.
Anyway.. i got a few suggestions/ideas
I like the way you use the trackball for direction of shot and strength. I'm not sure how fast you'd be able to do this during a game with 11 players trying to get the ball from you.
Makes me wonder if it's not better to have a few buttons on the top right side of the screen for passing/shooting etc and the joystiq for aiming. Also solves a tackling or pushing off the ball dilemma you might face with the trackball.
Sprinting; tapping the joystiq side in the direction you want to have the player sprint.
Probably ridiculous but if you really want to incorporate the accelerometer you could zig zag for tricks or something.
That is amazing! I love FIFA and this is perfect...cannot wait until it is finished. As is the controls look great.
Few ideas/suggestions
1. sorry shotormorgh, I don't mean to say your idea is bad...but personally i do not like it when games use the accelerometer. There are a few that make good use of it - but generally tilting the screen when you are trying to concentrate on it makes the gameplay harder. So i would say try to stay away from the accelerometer unless you would use it for camera angle - i.e. you can tilt your camera angle by tilting the screen a bit for better view - resulting in a more 3d look in which your sprites would just change depending on the view in use? (i've seen this in a racing game for the zune before and it was quite fantastic).
2. i really like the idea of "double" tapping your "d-pad" to cause the player to sprint. That is how most console games would do it anyways. And since you are using the d-pad to control the player it should be a pretty natural gesture.
3. I think that using the trackball for shooting control is alright - it is the only way i can think of controlling the accuracy of the shot without "dulling" down the game. The only other way would be to simply use the trackball as a button. When pushed it will simply shoot in the direction your player is pointing - resulting in loss of accuracy, but then you could use the trackball as a second d-pad for "trick" maneuvers and better defense?
4. If you stick with the shooting method you have now, which i would recommend, maybe you could make use of the search, home, back, menu buttons for defense and maneuvers?
5. You could also let your users choose the control options they want...for instance they can choose a beginner mode which will make the shot a simple shoot in the direction your character is pointing or choose advanced for the trackball aim and shoot?
Regardless, great work! The graphics look great and i cannot wait to play this game!
shotormorgh said:
awesome stuff dude.. I tried this one football game from the market and it was serious crap... this is the kind of football that would work great on touchscreens i think.
Anyway.. i got a few suggestions/ideas
I like the way you use the trackball for direction of shot and strength. I'm not sure how fast you'd be able to do this during a game with 11 players trying to get the ball from you.
Makes me wonder if it's not better to have a few buttons on the top right side of the screen for passing/shooting etc and the joystiq for aiming. Also solves a tackling or pushing off the ball dilemma you might face with the trackball.
Sprinting; tapping the joystiq side in the direction you want to have the player sprint.
Probably ridiculous but if you really want to incorporate the accelerometer you could zig zag for tricks or something.
Click to expand...
Click to collapse
I was thinking some time about this. Using screen buttons to shoot/pass/etc needs multitouch screen to work, and not all devices support it. Anyway some people are telling me that many new devices come without trackball...
In my tests, the use of the trackball is pretty fast (and I'm not an skilled gamer).
The idea for the accelerometer look promising! Thanks!
ebbinger_413 said:
That is amazing! I love FIFA and this is perfect...cannot wait until it is finished. As is the controls look great.
Few ideas/suggestions
1. sorry shotormorgh, I don't mean to say your idea is bad...but personally i do not like it when games use the accelerometer. There are a few that make good use of it - but generally tilting the screen when you are trying to concentrate on it makes the gameplay harder. So i would say try to stay away from the accelerometer unless you would use it for camera angle - i.e. you can tilt your camera angle by tilting the screen a bit for better view - resulting in a more 3d look in which your sprites would just change depending on the view in use? (i've seen this in a racing game for the zune before and it was quite fantastic).
Click to expand...
Click to collapse
I generally agree, accelerometer works nice with some games but I don't think it would have worked in this game as a main control, but as an optional control like shotormorgh says it would. I'll think in the camera angle thing you say.
ebbinger_413 said:
2. i really like the idea of "double" tapping your "d-pad" to cause the player to sprint. That is how most console games would do it anyways. And since you are using the d-pad to control the player it should be a pretty natural gesture.
Click to expand...
Click to collapse
At this moment I haven't planned the sprint but seems very natural to use it this way.
ebbinger_413 said:
3. I think that using the trackball for shooting control is alright - it is the only way i can think of controlling the accuracy of the shot without "dulling" down the game. The only other way would be to simply use the trackball as a button. When pushed it will simply shoot in the direction your player is pointing - resulting in loss of accuracy, but then you could use the trackball as a second d-pad for "trick" maneuvers and better defense?
Click to expand...
Click to collapse
Yes, trackball is used mainly as a button. Optionaly using the directions of trackball you can choose the height of shoot and effect of the ball.
ebbinger_413 said:
4. If you stick with the shooting method you have now, which i would recommend, maybe you could make use of the search, home, back, menu buttons for defense and maneuvers?
Click to expand...
Click to collapse
For now I don't plan using hardware buttons. In the first version of the game I will limit a lot the controling options, then we will add some options slowly, as people ask for it.
ebbinger_413 said:
5. You could also let your users choose the control options they want...for instance they can choose a beginner mode which will make the shot a simple shoot in the direction your character is pointing or choose advanced for the trackball aim and shoot?
Click to expand...
Click to collapse
Yes, this morning I was thinking on a beginner/advanced mode.
ebbinger_413 said:
Regardless, great work! The graphics look great and i cannot wait to play this game!
Click to expand...
Click to collapse
Thanks for your input!
great job! looking forward to your first public release. If you need beta user, let me know!
Anyone know any action multiplayer game for Android? I'd like to see how responsive it is.
Sniper vs. Sniper.. I guess?
Finally, the game has been released!
It is still a very buggy beta version. We expect to get some feedback from early users.
If you want to try it, this is the game:
http://www.cyrket.com/p/android/com.strikermanager.android.strikersoccer/
Thanks!
Seems nice from the video and the UI looks pretty good, but if I start a friendly match it crashes after I choose opposing team so can't really test it :\
Happens every time I select opposing team, I'm running N1 with one of the latest Cyanogen nightlies
SBS_ said:
Seems nice from the video and the UI looks pretty good, but if I start a friendly match it crashes after I choose opposing team so can't really test it :\
Happens every time I select opposing team, I'm running N1 with one of the latest Cyanogen nightlies
Click to expand...
Click to collapse
Have you send the crash log from the force close? That will help.
qgarrigos said:
Have you send the crash log from the force close? That will help.
Click to expand...
Click to collapse
Unfortunately the force close window only stays on my screen for 1/10th of a second, so I can't send the log.
SBS_ said:
Unfortunately the force close window only stays on my screen for 1/10th of a second, so I can't send the log.
Click to expand...
Click to collapse
Could you get the system log with aLog or something?
Here it is, starting at line 146 I assume:
http://pastebin.com/Mq4gap72
edit:
Posted it from my mobile, removed the huge log now
SBS_ said:
Here it is, starting at line 146 I assume:
http://pastebin.com/Mq4gap72
edit:
Posted it from my mobile, removed the huge log now
Click to expand...
Click to collapse
Nice! But I can't find the stacktrace dump...
Try filtering only logs with the string "striker".
Thanks a lot! Having this info is quite useful!
qgarrigos said:
Nice! But I can't find the stacktrace dump...
Try filtering only logs with the string "striker".
Thanks a lot! Having this info is quite useful!
Click to expand...
Click to collapse
There is no stacktrace in the logs as far as I can see, only an uncaught exception in the dalvikvm. Filtering for striker only gives me "striker create" and so forth.
SBS_ said:
There is no stacktrace in the logs as far as I can see, only an uncaught exception in the dalvikvm. Filtering for striker only gives me "striker create" and so forth.
Click to expand...
Click to collapse
It seems a memory allocation problem... I'll see if I can solve it, but seems difficult to reproduce.
********************
Edited by ME!!*************
Hi Guys!!
I've updated all my pads, Landscape and Portrait to have the new D-Pad and most have the new colours (which I find work a little better)
I'll keep on tweaking, but for the mo, I'm pretty happy with it.. Let me know if you have any issues.
Set your screen to 150%, will fit into the landscape window perfectly on all my pads.
For the new portrait pad I've recently uploaded, set screen size to auto.
These skins are ABSOLUTELY fantastic for games like Street Fighter2.
I can now do Ha-Do-Kens AND shoryukens ALL THE WAY ACCROSS THE SCREEN no probs!!!! I tried all the other skins I could get my hands on but found it too difficult to do the moves with them, so decided to try making my own with a modified keypad pattern, works a charm!
I've also extended the key-press areas to fit where fingers "would" go to by mistake for the buttons etc, and eliminated all blank space on the touch sensor part, so that you don't get unwanted key presses...
I've used the same d-pad skin and made button skins for the SMS and Mega Drive.. The SNES skin works for NES and GBA..
Try them out and let me know what you think.. If you have suggestions or games that for some reason don't work as well as others, please let me know.. I'd like to keep tweaking it..
I've used this pad flawlessly with..
SNES
Street Fighter 2
Final Fight
Mortal Kombat
Battletoads
RtypeIII
Star Fox
SMS
R-Type
Shinobi
Secret Command
Mega Drive
Golden Axe
Woooohooooo!!!
Downloading it !
Thx !
MOrphgear Pads
can you post instructions on how to use the New Pads for Streetfighter (Multitouch)?
regards
Raziel
You legend..............
Does this mean I can finally pull off the finishing moves in mortal kombat??
Sweeeeet
Thanks man!!
raziel123 said:
can you post instructions on how to use the New Pads for Streetfighter (Multitouch)?
regards
Raziel
Click to expand...
Click to collapse
Hi!
To get multitouch to work you need a HD2 or a device with a screen that has multi touch (capacative)
Copy the skin files into the skins directory of morphgear using your file explorer.
In the set-up for the gaming console within morphgear, select the skin as your... skin..
Is this what you were after?
works perfect. but i would like them working at landscape mode so that there are more room for fingers. thanks man.
thanks !!!
tis a very good snes pad, cheers matey
will this work on the Omnia (i910)? thanks.
The best pad there is for Morphgear, thanks for sharing!
The only thing I need in Morphgear now is good Genesis audio support, it's rubbish now Sonic needs sound.
Any input is welcome!
i couldnt get the pad to show up in the select skin.what do i do?
yeah, best ever. I really love it, could you make it in landscape mode? the button A, B, X, Y is near the navigation button, therefore sometimes it makes hardly to play some games. thank you.
Vast improvement. Still difficult to run and jump in Donkey Kong Country, but a hell of a lot more playable than what I was using.
awesome skin, works really well.
i wish there was a landscape version though
Hey guys!
Thanks for all the feedback.. I'm gonna make a landscape versin after seeing everybodies posts..
This week I'm a little flat out with work, so I'll do a REALLY quick chop up of my portrait on and slap it together to see what it's like, (which I will probably put up tomorrow)..
I'll re-assess the landscape and spend a little more time making a better landscape for next week..
Hope this keeps the troops happy
antphoenix said:
Hey guys!
Thanks for all the feedback.. I'm gonna make a landscape versin after seeing everybodies posts..
This week I'm a little flat out with work, so I'll do a REALLY quick chop up of my portrait on and slap it together to see what it's like, (which I will probably put up tomorrow)..
I'll re-assess the landscape and spend a little more time making a better landscape for next week..
Hope this keeps the troops happy
Click to expand...
Click to collapse
yeah, fantastic... hope see a best new version soon
MOrphgear Multitouch
sorry I meant how to use the Pad literally for Multi touch, to do the moves like dragon punch/Hadoken etc?
If I am not mistaken Morphgear does not support true multitouch so I cannot do the Moves as I would with a joystick.
regards
Ps: I have a HD2 with Artemis 26.1 Rom
Here's a quick one
Ok.. Here is a REALLY quick make up of the landscape version..
It's not finalised at all! But should be pretty functional.
I need to re arrange the buttons a little and re-do the graphics, but please test it and let me know how it goes and what sucks about it.
I will do it up properly over the weekend...
antphoenix said:
Ok.. Here is a REALLY quick make up of the landscape version..
It's not finalised at all! But should be pretty functional.
I need to re arrange the buttons a little and re-do the graphics, but please test it and let me know how it goes and what sucks about it.
I will do it up properly over the weekend...
Click to expand...
Click to collapse
Thanks! but will there be a Genesis landscape version too?
I feel really silly for asking this but it's driving me mad... When I exit the settings screen (by pressing the X button), i get out of the app, so none of the setting changes are saved. But I really can't find any other way out! Could someone help me with this, please?
I am using a windows 6.5.3 build, so the X is on bottom, of course, @latest ChuckyRom.
Thanks!
Cheers,
Luís
luigipirex said:
I feel really silly for asking this but it's driving me mad... When I exit the settings screen (by pressing the X button), i get out of the app, so none of the setting changes are saved. But I really can't find any other way out! Could someone help me with this, please?
I am using a windows 6.5.3 build, so the X is on bottom, of course, @latest ChuckyRom.
Thanks!
Cheers,
Luís
Click to expand...
Click to collapse
Sometimes the best answers are the most obvious - i just had to press the BACK hardware key. Problem solved.
Hi,
I have recently created a Piano app which is available in Android Market as LittlePiano (free app).
It has 13 keys with multitouch interface.
The multitouch seem not to work great for two fingers nearby on HTC Desire - it is much better when they are not touching nearby keys.
Also - there is a "follow me" guide with few sample melodies.
I would highly appreciate a short test report on how it works on other devices.
Also if you want you can share your song (as long as it fits in 1 octave) using the following notation:
CDEFGAHV (this are the white keys)
cd fga v (this are the black keys)
please provide a title and if it seems a valid melody I will add it in some future releases.
Thanks in advance for all test reports!
AT&T Captivate
Mulit-touch was non-existent for me. It was slow between key presses. Very simple UI which would be good for my kids. Not a bad start once you are able to figure out the multi-touch issue.
Thanks for feedback flashman. I am sorry to hear multitouch does not work for you. It works like charm on an HTC Desire I used for testing. Works = allows two touches at one go with only the issue the the phone does not match fingers location when they are nearby or when third is pressed.
Could you please elaborate more on the slowness you notice ... does sliding the finger from one side to another does not result in a nice passage and some keys do not play? Thank you for your help.
Also - anyone else with another device who is willing to share feedback? Thank you in advance!
just saw this and downloaded it!
I tried it on my rooted G2/vision with stock rom and it worked fine. Multi touch = 2 fingers and plays two different sounds and can slide finger across screen too!
...however some issues:
1)when 2 keys are pressed at same time one of them stays yellow but the other one turns back to normal color.
2)not sure if its the application or my phone speaker but hitting keys really fast and doing lots of multi touch produces a small crackle/snap sound at the end of some notes.
Otherwise a very good start! good luck!
Thanks CTR1 - it seems that each hardware works slightly different when it comes to multitouch.
I have a htc legend and when 2 keys are pressed at same time one of them stays yellow but the other one turns back to normal color.
Tnx forum the app
Multitouch doesn't work on Samsung galaxy S can't be the harware and it doesn't work if I press the note one by one too fast
PS: To add more notes you could try to add a scroller that allow to scroll on a fulll keyboard
SGS Captivate
Multi-touch doesn't work. When two keys are pressed at the same time it only plays one key and that one stays yellow and locks up the app for a couple seconds before turning back to white and allowing further play. Sliding finger up and down keyboard is fairly responsive and smooth. Would also be nice if it allowed for playing of major and minor triads (aug. & dim. would be nice too).
Good start. Look forward to updates/fixes.
Yep no multitouch else its goos. Nice app! U should makea guitar one
Looks like a great app. One thing though, it got 5 stars in market but no reviews? I tried to drop a review but can't seems to find the option that let me make a review.
Rooted Original Droid
I have a rooted original Droid with the Project Elite Rom. I get no sound at all from this app....nothing. I have the Media Volume at max and still nothing.
Any ideas?
I love the guide that shows you what keys to press. My daughter loved to play the twinkle little star. Thank you for this app
good app
nice app for chidren.
multitouch works on Motorola Droid, but sometimes one note plays with delay.
And after taking fingers off the screen one button still yellow.
I don't know how it can be done but for melody studing you need to show notes length.
This is so cute! I love this application! I have an HTC HD2 with Android installed on it and as some have posted when you touch two keys at the same time one stays yellow but if you touch another piano key the one that's stuck in yellow turns back to normal, no big deal for me. But it doesn't always happen when you touch two keys at the same time, once again thank you for the piano application now I can leave my mom's iPhone alone.
Works great on my HD2. Also get the snap/crackle when the keys are pressed rapidly. Get the same stuck yellow key on multitouch but it's just a visual problem as the sound still works fine and it goes away as soon as you press the next key. Only suggestion is to put the Info and Options buttons in the menu and make the keys full screen.
cant wait to try this
Works great on my MT4G, me and my daughter were just learning to play a couple of songs. Great app. Thank you for your hard work, my daughter said thank you also.
Not found in market
Send apk to pm ... please
mr. VoLT said:
Not found in market
Send apk to pm ... please
Click to expand...
Click to collapse
I have just uploaded new version with 5 instruments (piano, guitar, trumpet, bells and percussion) - hope you will be able to find it now - look for "Little Piano" in the Market - as of now its the second search result.
Little Guitar ... a sequel to Little Piano
Following Little Piano I have created another music up - Little Guitar which is available here: https://market.android.com/details?id=pl.ayground.littleguitar
I would highly appreciate your feedback and confirmation if it works on your device. I have tested it on HTC Desire, should work on any 2.2+ device regardless of its screen size.
Hi every one! I am happy to announce my entry into the Android Developer circle with my first app, Rigors of Space.
The game is an infinite flyer with simple tilt based steering system. You must pilot your ship through the rigors of space and safely to earth. Being an infinite flyer your success isn't likely, but that doesn't mean you shouldn't try.
You can get it from the play store.
I tried my best to give it an old-scifi-cartoony aesthetic.
Here are some Screen Shots
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Any feedback is good feedback.
Thank you all for your time.
Bump
here is a video
nice game
:good::good:
Cool game
I like your space game. The graphics is very nicely drawn, the only thing that looks a bit strange compared to everything else around is the spaceship of the player. Since the player should be the most important part of the game, I suggest to make the spaceship look nicer (especially the flat, red wings don't look that fancy in my opinion)
Great work on your first game dude! The animation and all the particle effects look really awesome, very polished for a first game for sure.
Judging from the screenshots, I didn't except much at first, but after trying it, I really like this game!
I like the idea and the graphics (I guess the players ship could be improved though).
When you die, the game wants you to insert a name. When you die a second time, the game makes you insert your name a second time. It'd be nice if the game remembered the name that was inserted the first time.
Really cool game though. I really like the trail that the spaceship leaves behind. Good job dude!
Graphical One said:
Hi every one! I am happy to announce my entry into the Android Developer circle with my first app, Rigors of Space.
The game is an infinite flyer with simple tilt based steering system. You must pilot your ship through the rigors of space and safely to earth. Being an infinite flyer your success isn't likely, but that doesn't mean you shouldn't try.
You can get it from the play store.
I tried my best to give it an old-scifi-cartoony aesthetic.
Here are some Screen Shots
View attachment 3185119
View attachment 3185120
View attachment 3185121
View attachment 3185122
View attachment 3185123
Any feedback is good feedback.
Thank you all for your time.
Click to expand...
Click to collapse
Hi, the game was nice, but I found a bug in it on my device.
I'm able to play the game only one time each time I open the game.
The next time I press the play button game starts but it again returns to the menu.
Thank you all for the feedback guys
Entangled Multiverse said:
I like your space game. The graphics is very nicely drawn, the only thing that looks a bit strange compared to everything else around is the spaceship of the player. Since the player should be the most important part of the game, I suggest to make the spaceship look nicer (especially the flat, red wings don't look that fancy in my opinion)
Click to expand...
Click to collapse
Funny thing about the space ship. I always wanted to give my game a sort of retro-scifi cartoon aesthetic, and I was originally going with a flat, bold color palette. So I made the spaceship first, but when I started working on my other art assets I saw that the flat look wasn't going to fly. I ended up giving every thing else a bit more shading and depth, but left the space ship the same. I guess I should update the ship though
skalbaggar said:
Judging from the screenshots, I didn't except much at first, but after trying it, I really like this game!
I like the idea and the graphics (I guess the players ship could be improved though).
When you die, the game wants you to insert a name. When you die a second time, the game makes you insert your name a second time. It'd be nice if the game remembered the name that was inserted the first time.
Really cool game though. I really like the trail that the spaceship leaves behind. Good job dude!
Click to expand...
Click to collapse
Yeah I was having problems with the keyboard. It does remember your name, but the keyboard pops up anytime your current score is high enough to be listed on the top 10 scores leader board. I'm working on a button that asks you whether you want to change your name instead of automatically assuming that you do. Until then just press enter as soon as the keyboard pops up and your pass name should be chosen automatically.
GokulNC said:
Hi, the game was nice, but I found a bug in it on my device.
I'm able to play the game only one time each time I open the game.
The next time I press the play button game starts but it again returns to the menu.
Click to expand...
Click to collapse
That's odd. Does this only happen when you press the replay button specifically?
Graphical One said:
That's odd. Does this only happen when you press the replay button specifically?
Click to expand...
Click to collapse
Yes, not only for replay button, but also for play button when I press it the second time after playing once
how many languages
how many languages have you localized, i think it will be much helpful to have more localized version
I was thinking of making a space game like your's
Your game looks nice!!
Looks cool
Good job on your first game! What did you make it with?
How Many Can You Catch?
Marbles is a simple game where you have to collect the white marbles and avoid the red ones!
Feel free to comment any recommendations!
I dont like how the cup or whatever continues to move past where you are touching while you are still touching the screen. Would be much more intuitive to follow your finger and not move past it. This would make it impossible or hard to go to the other side of the screen by moving offscreen, but I'm not sure that mechanic is valuable anyway. I played on a phone.
Baron Fel said:
I dont like how the cup or whatever continues to move past where you are touching while you are still touching the screen. Would be much more intuitive to follow your finger and not move past it. This would make it impossible or hard to go to the other side of the screen by moving offscreen, but I'm not sure that mechanic is valuable anyway. I played on a phone.
Click to expand...
Click to collapse
Well i never thought of that! Thanks for suggestion. This is a great idea and I will try today when i finish my homework to implement that and I added the going to the other side option because its almost impossible to get a score of 50 on a tablet because you'll need to go to the other side fast and often might not be able to reach it...
Marbles has been updated! Wait for it guys!
Changelog:
Heart Marble that gives you an extra life
Better Controls
Check it out on youtube! (https://youtu.be/lugSiOL0szk)