New version of the old good game "Colorex" from 90-ties for PCs under MS DOS, which is clone of Tetris"(tm), was published in Google Play. In this game the goal is to make lines of the same color vertically, horizontally or diagonally. Each brick consist of different colors, which can be shifted in real time. In Android version, some of bricks are flexible and modifiable on the fly. In real time you can decompose bricks into two or more pieces, and drop them in their suitable places on the base.
There are many parameters that can be changed - the size of the track, brick style, wallpapers, number of colors in a row, number of colors you play, upward shift (up to 3 times per brick), brick helping shadow, etc.
You can shift the position of the colors in the brick by scrolling up on the left area of the screen.
To shift the brick upwards you have to scroll up on the right area of the screen.
Also you can swap current brick with the next one by tapping on the next brick at the top of the screen.
The performance of the game concerning battery saving is remarkable - wasting the battery two times less than the other major games of this type.
https://play.google.com/store/apps/details?id=com.game.android.colorex
there are two colorex games in Google Play.
Which one is yours?
Without links this is just a game review so belongs in Android General. PM me if you want to move it back to Apps & Games.
Colorex game
newzodiac said:
there are two colorex games in Google Play.
Which one is yours?
Click to expand...
Click to collapse
This one where is my name - Alexander Papukchiev.
Regards
Colorex
Archer said:
Without links this is just a game review so belongs in Android General. PM me if you want to move it back to Apps & Games.
Click to expand...
Click to collapse
OK. Please, move it back. Even without link the unique names "Colorex", "Fleximino", "Flexicolor" in Google play are something almost like a links.... And for now I can't publish real links, as I understood.
It is like a column in a table in RDBMS, which is not a primary key (id), but has a constraint on it "UNIQUE"....
Have a nice day,
Alexander
AlexPap48 said:
OK. Please, move it back. Even without link the unique names "Colorex", "Fleximino", "Flexicolor" in Google play are something almost like a links.... And for now I can't publish real links, as I understood.
It is like a column in a table in RDBMS, which is not a primary key (id), but has a constraint on it "UNIQUE"....
Have a nice day,
Alexander
Click to expand...
Click to collapse
I've added the link for you and have edited the thread title so that it is correct by the naming standards set out in this thread...
http://forum.xda-developers.com/showthread.php?t=1203141
Please familiarise yourself with the forum and read the guidelines and rules. Also, if you were a contributing member and tried to help other members in Q&A forums then it would build your post count and reputation. At the moment you are a brand new user that is just here to advertise your games and that's not what this forum is for.
Related
Hey there,
There is a Settlers of Catan game for the iPhone. I'm wondering if anyone knew of that game being ported to Android any time soon? All I can find for Android is the 'Better Settlers' which helps with setting up the board.
Thanks in advance for any info!
Jeremy
shameless "bump!"
I would guess there would be copyright issues or some such :S
well you could try developing your own game..
I'd like to see settlers of catan on this platform too!
Me too, if someone is interested in doing the gameplay, maybe graphics, or whatever else. I would be happy to do the development.
Doesn't neccessarily have to be clone as such, it can have similar gameplay. Try playing something like Travian, it's similar but not exact.
It's a game I'd love to have on my phone . . . don't know it well enough to have a go at dev, but I'd be happy to alpha/beta/gamma test if someone gave it a crack . . .
there was a flash game i found a while ago - never got it working on my mogul though. Also I could help with graphics if a new game was designed
I'd love a SoC game for my Evo. Any new info on this?
Sent from my HTC Evo using Tapatalk + Swype
This would really be great. Id like a version where you could play with others on different phones via wifi/3g. It would be a lot of fun to play with friends and coworkers through out the day (or week as needed)
Sent from my SAMSUNG-SGH-I897 using XDA App
mesasone said:
This would really be great. Id like a version where you could play with others on different phones via wifi/3g. It would be a lot of fun to play with friends and coworkers through out the day (or week as needed)
Sent from my SAMSUNG-SGH-I897 using XDA App
Click to expand...
Click to collapse
Agreed. This would be an awesome
Multi-player app especially if you could save and resume a game. You'd almost have to have one person host the game so the data is all housed on one SD card.
Other thoughts are the ability to change the rules before starting, built in chat and or push to talk functionality, bartering alerts, next turn alerts, review of score and previous actions, the list goes on.
If someone is serious about developing this then I am totally willing to help think it through and create graphics. Send me a PM.
Sent from my HTC Vogue FroYo using XDA App
Settlers of Catan Android game in the works
I've been having a dabble with android development and have been working on a Settlers of Catan game as it is such a great game and it's a good way to learn android dev.
I'm ready to admit that someone might beat me to it, whether by making the iphone version available to android or whatever, but still if anyone is interested in a) helping out on the project b) doing some testing or c) pimping the game, let me know! You can contact me on cettlersofsatan at gmail dot com.
It's currently in SVN online in a single user repository. But I would happily move it to Google Code or something if others were interested.
I'm as eager as everyone else to see this project pull through. And stone do NOT lose faith. It is always better to have an option then only one option for a game/app.
I have assembled a list of people who expressed interest in helping:
stoneskin - work in progress
niknah - dev
Willuknight - graphics
ii Candor ii - graphics/thinktank
DJGibbon - test
You guys should really get together especially with stone and get cracking! Heard some good ideas and plenty of offers to help. The XDA community NEEDS A SETTLERS!
Thanks guys!
I'd love to help too. I don't think can commit the time to help with development though. Real life is just too hectic lately. However, I'd love to help testing.
If the time opens up, I'm interested in helping with development.
As to graphics, just no skills to bring to the table. Although, I did have a thought last night on this subject. The game might be more playable with simpler graphics. Instead of trying to have an understandable picture of sheep/ore/... on the hexes, just use colors. Light green for wool/sheep, dark green or brown for lumber, goldenrod/yellow for wheat, dark grey for ore and dark red for brick.
Work in progress!
Gino, Latenk, thanks for the feedback. Here's the deal.
I agree, simple graphics to start with, I've uploaded a screenshot, but before anyone analyses it too much , let me state what I want from the project initially.
1) The basic game (i.e. no expansions) in full.
2) Multi-player (up to 4 initially) or single-player (with AI) on one phone.
3) Basic graphics, but a clean separation in implementation so that the graphics, special effects, zoom, board rotation, whatever the monkey-magic one wants, can be added ON TOP OF the rest of the app.
4) Game is free (shouldn't be any copyright issues right?) and would be great if it could get onto Android Market or equivalent.
5) Open source?
I hate graphics, hate the tweaking, fiddling, pixel-adjusting and so on, so I've knocked up the simplest GUI imaginable. I've slapped on a handful of buttons which as you can see, have rubbish little text labels - RD = Roll Dice (in one of the screenshots it's displaying the number rolled), BR/BS/BC are build road/settlement/city, MR = Move Robber, C=Cancel, D=Done, X=exit.
In these shots I'm not even playing a game, I'm in a test mode where I'm just free-building. My colour is white. So a hex-side is painted white for a road, the small circles are settlements, the large circle is a city. The large red circle is me selecting a vertices. As you can see, the current player (Bob) has no resources (free-building) but resources are laid out with shoddy little cards.
So the graphics are v. poor. But I'm not too concerned right about it right now.
Where have I got to?
I've got the basic 'model' in place. That is the game model that maintains hexes, vertices, hex-sides and their roads/settlements/cities.
I haven't even touched on AI, ports, trading.
I'm trying to build the app cleanly, so the views have no concrete knowledge of the game model, and any calls to it are interfaced out.
But this is my first Android app, so I'm learning from scratch, possibly comitting all sorts of Android crimes.
I'm a full-time .Net developer, so I'm kinda fitting this in around job/family and so on, so progress is slow.
Here are my thoughts. I'll aim to get this to a clean/stable state within the next week or so, then if others want to get involved in dev I'll create a Google Code project (or equivalent) and sort it out from there.
I'm currently building against 1.6 because I have an X10 mini. It would be great to support up to the latest API versions.
Ok, uploading the images now. Graphics ARE AWFUL but I'm focussing on the game at the moment.
By the way, if anyone knows what licensing/copyright issues there are with something like this please let me know. I've currently called the project 'Cettlers of Satan' 'cos that made me smile. If rights issues meant it can't go through market places then so be it, but would be great if someone could research this.
Haha, you know that is a basic layout but gets the job done! What you could do is have the game map be at least twice as large as say the resolution of a N1 screen. Enable finger scrolling and/or pinch to zoom (comlpex perhaps but a thought) and let people move around the game map as needed. That'd allow for better graphics, larger maps, and a larger feel to the game. The HUD could possibly go up either side of the game map. In fact I'd say make landscape mode MANDATORY so you have the extra real estate.
Check this out: http://games.asobrain.com/
That is what I envision this game like. That game is everything this game COULD be and he even found ways around copyright. Check that game out, play a round or two and it will give you plenty to think about/use as inspiration. Obviously no need to copy, but you can use it for ideas.
Lastly, the previous statement someone made about notifications is pure gold. Allow people to play their turns then pass to the next with a notification appearing. Great ideas.
I've been there before, but a while ago and he's closed all unactive accounts and stopped registration unfortunately.
If you are a member maybe you could upload a couple of screenshots or explain to me how the GUI works in more detail.
I love the idea of finger scrolling/pinch/zoom etc. I'm gonna give some of that a go tomorrow. But like I say, what I'm initially trying to achieve is
GUI
Model
in a clean separation. So any visual representation would be possible. I'll try and knock out some basic zoom/finger scroll effects just to convince myself that my rudimentary framework will hold together.
Thanks for the quick feedback mate.
This shows the basic layout, how it all works, the HUD and such. Again this would have to be adjusted for the handheld, but in general it looks and works great!
In the top left is a pane for the players in the game. It shows Player Name, Player Color, a count of the cards in the players hand, any held and/or played D cards. This pane can be hidden if the player wishes.
The pane on the bottom left shows all things the plyer can buy and what it takes for the player to buy them. (in the android version I imagine this being a tab you can bring up to buy/see what you need and have.
Below that pane is Played Cards, and Table cards which speak for themselves.
Of course along the bottom you see your hand.
On the bottom right you have 3 buttons, claim victory, trade, and end turn.
And of course you see the dice.
Top right is the chat box.
All of this again is simply for inspiration and not for copying. This gives you a great idea of a fleshed out game and how it could look on a handset.
This is a trade window.
Two things of note here. First notice the top left. WHen a player gets cards on a roll, they show up face up for a brief moment. GREAT idea if possible to implement something similar.
Secondly, bottom right is what appears to be a chart. That shows how many times a number has been rolled. This is more advanced than what we'd need, but an interesting idea and prob easy to implement.
Now on this one a couple things to point out. Look at how they do cities and roads. Similar to what you've suggested. I was thinking maybe circles with symbols on the top (kind of like tokens or markers). Of course maybe more intricate and detailed models could be added later.
Also, that speech bubble that popped up shows where the person played their road or city or settlement. This is ESSENTIAL in some form or another on this game. Plan to include SOMETHING like it.
And lastly, this picture shows what it looks like when a person trades succesfully. Again not necessary but certainly handy.
I must repeat again that I DO NOT CONDONE OUTRIGHT PLAGIARISM with anything Asobrain has done. This is purely for inspiration and research. This should give you PLENTY of ideas!
I've got tons!
This is a beautiful start. Couple thoughts.
- The desert color isn't clearly distinct from wheat.
- The name will have to be something other than "Settlers of Catan". I'd avoid the current name for two reasons. One, a lot of us will take some degree of exception to the Satan reference. Two, it's not really different enough to dodge trademark concerns.
- I despise needing to scroll around in a game to see everything. This is my main complaint with "Pirates & Traders".
- On such a small screen, keep the UI as simple as possible. AsoBrain is wonderful. But, it is designed for a largish screen. (BTW, I hate that he killed old accounts when closing registration. I was away for just about the exact period to get locked-out).
- As we proceed, I'd like to plan for a multi-device/network play. This game would be awesome in a peer-to-peer, networked model.
Thanks for getting this started.
P.S. I *REALLY* like how you did the board. The buttons: meh. The board: Wow!
GinoAMelone said:
This is a beautiful start. Couple thoughts.
- The desert color isn't clearly distinct from wheat.
- The name will have to be something other than "Settlers of Catan". I'd avoid the current name for two reasons. One, a lot of us will take some degree of exception to the Satan reference. Two, it's not really different enough to dodge trademark concerns.
- I despise needing to scroll around in a game to see everything. This is my main complaint with "Pirates & Traders".
- On such a small screen, keep the UI as simple as possible. AsoBrain is wonderful. But, it is designed for a largish screen. (BTW, I hate that he killed old accounts when closing registration. I was away for just about the exact period to get locked-out).
- As we proceed, I'd like to plan for a multi-device/network play. This game would be awesome in a peer-to-peer, networked model.
Thanks for getting this started.
P.S. I *REALLY* like how you did the board. The buttons: meh. The board: Wow!
Click to expand...
Click to collapse
1. Agreed, the desert should be a tan, and wheat clearly a gold.
2. Also agree. It cannot even closely resemble Settlers. We can worry about the name when we have a game worth naming (I was thinking something like Travista, or something resembling travelers).
3. That is why it'd also be prudent to include a pinch to zoom or zoom controls. Let the player get in close if they wish, or let them sit way back and view it all from a distance.
4. Agreed. Simple yet elegant/complex in its design is what I'd like to see. Again give the player the option of getting as complicated as they wish. This can be easily accomplished with tabs that the player can pull out as needed. The only thing that should remain on the screen is the players hand, and a few essential buttons. Look at a game called PocketEmpires, use that idea for assembling tabs. I do feel that certain tabs should be entirely devoted to one type of action (like a building tab).
5. Once you have a basic game framework laid, you can work on making it work across the board and with all devices. The dev should focus on getting it to work native first, then move onward. As for a p2p network GREAT IDEA! If there is a way we can link this either by device or via a server that'd be the best way. Allow players to run through an entire game, or let players take their turns and move on to another player (IE pass it back and forth via notifications, similar to how Scrabble works on the iPhone).
I only wish I knew any code/dev tools to help with. All these ideas and nothing to do about it!
Guys,
I'm looking for a good 'Word' game for the TF.
Not one like Scrabble or where you have to re-arrange a group of letters to form as many words as you can.
No, what I'm trying to find is one where you are first presented with a collection of letters in a large block and you then have to tap on each letter to form a word. You are then given a score for either the length of the word or the type of letters used.
As you tap away and a word is formed, the remaining letters above drop down the screen to replace the ones you have used and are then replaced with new ones from the top... if you get my drift.
I don't like timer's as I like to take my time, pause if I want or come back to a previously saved game.
It's a bit of an ask but can anyone recommend such a game?
You're describing the Dropwords game almost exactly (it does have a timer).
There are free and paid versions on the Android market:
https://market.android.com/details?id=com.eekgames.worddrop&hl=en
Regards,
Eric
Perfect Eric... Nice one.
When you said it had a timer I very nearly gave up on it as I don't like timers, I like to take my time and save so I can come back later.
However, because you took the effort to post I should take the effort in trying it out.
I'm very pleased I did because on loading I immediately noticed you can select a variety of speeds for the timer..... including a 'non-timer'.
Also, you can save the game and return later.
Perfect Eric..... perfect.
Good suggestion....it's a lot of fun...but it's not optimized for tablets...it would be even better then.
@Beards,
You're welcome. It's one of my favorites.
You actually helped me out - I never bothered to check out the timer options.
Thanks!
@rpavich,
It may not be optimized for tablets, but it works great full-screen on my Transformer.
Some time ago, I was also looking for a similar game (on a different OS). So much so that I made my own, which seems to fit your criteria. The name is Wordsler and is available in the Android Market (I don't have 8 posts here, and apparently not allowed to place a direct link yet).
It's got a non-timer mode, a 2 minute timer mode, and an online mode (where everyone gets the same sets of letters within a 24 hour period).
This is just a spare-time hobby, and I'm not great with graphics, so it's nothing fancy or shiny, but I think the gameplay works quite well.
Silkswift said:
Some time ago, I was also looking for a similar game (on a different OS). So much so that I made my own, which seems to fit your criteria. The name is Wordsler and is available in the Android Market (I don't have 8 posts here, and apparently not allowed to place a direct link yet).
It's got a non-timer mode, a 2 minute timer mode, and an online mode (where everyone gets the same sets of letters within a 24 hour period).
This is just a spare-time hobby, and I'm not great with graphics, so it's nothing fancy or shiny, but I think the gameplay works quite well.
Click to expand...
Click to collapse
For anyone else, here's a direct link to the game Silkswift mentions.
I had a quick look at the two pictures shown of the game on The Market. It wasn't much to go on but I downloaded and installed.
Unfortunately as soon as I went to run Wordsler it then asked me to download two sets of libraries.
Nothing is mentioned on either The Market or your developers Web Site of these libraries being required so to anyone not knowing what these are or what they do, I think most people will then do as I did which was to close the App down and uninstall.
If Wordsler is going to need additional files to run you do need to let the downloader know in advance and explain why they are needed and what happens when they are run.
HI Beards,thanks for checking it out. My apologies for not mentioning the additional libraries here. The description in the market does mention them at the beginning (with a few stars for emphasis), but it probably could use a better explanation. The extra libraries are part of the android-qt project (port of Qt apps to android).
Silkswift said:
HI Beards,thanks for checking it out. My apologies for not mentioning the additional libraries here. The description in the market does mention them at the beginning (with a few stars for emphasis), but it probably could use a better explanation. The extra libraries are part of the android-qt project (port of Qt apps to android).
Click to expand...
Click to collapse
Yes, going back to The Market I see you have now added the information on the libraries required. You also now mention it may be better to install over Wifi.
This is a good call and another reason why you needed to mention the additional libraries in The Market link.
It would also be good if you stated the actual size of the additional download. That way the installer knows full well what to expect, which in turn makes for a happier user of the software.
Although I don't think it is what I am looking for (I prefer a much larger rectangular block of letters with actions similar to that of Dropwords).
However, I'll give it a try for you. Will report back later... have a very busy day ahead.
Silkswift said:
HI Beards,thanks for checking it out. My apologies for not mentioning the additional libraries here. The description in the market does mention them at the beginning (with a few stars for emphasis), but it probably could use a better explanation. The extra libraries are part of the android-qt project (port of Qt apps to android).
Click to expand...
Click to collapse
Good game dude, i'll rate it on my computer since we can yet on market. Like said previous, you have a lot of extra sceen, so bigger blocks would be great. It would also be nice to have "Validate" button up with the words, and maybe a "Clear all" for quickly deselecting all, but that doesn't really matter. Thanks for the free DL!
Sent from my Transformer TF101 using xda premium
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).
Click to expand...
Click to collapse
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.
Sent from my GT-N7000 using xda premium
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.
Click to expand...
Click to collapse
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!
Sent from my GT-N7000 using XDA
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!
Click to expand...
Click to collapse
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
Click to expand...
Click to collapse
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.
-
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.
Click to expand...
Click to collapse
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.
Click to expand...
Click to collapse
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.
Click to expand...
Click to collapse
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.
Click to expand...
Click to collapse
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.
Hello everyone,
here is my first game called "HeadacheFactory".
I wanted to create a game without any enemies. The only enemy you have is your sense of orientation which you will surely lose in the process of the game.
And even though I didn’t believe anyone would ever make it through the first level, my youngest nephew managed it after just two days. So, I had to create another more complicated level.
It is available on google play. Just search for HeadacheFactory.
Let me know what you think and of course post problems running the game on your device...
Regards
Thomas
Going to download. Can you tell the concept of the game?
mobihack said:
Going to download. Can you tell the concept of the game?
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You have to navigate through a labyrinth. If you touch the walls, you have to start from the beginning or a savepoint that you have reached before. You've got to collect the purple dots, otherwise the grey square is growing and it is even harder to get through the labyrinth. And to make it even harder, the hole playground is rotating and zooming in and out, so you are going to lose your sense of orientation.
There is a little video on google play, that explains the gameplay. But the best way is to start playing. My nephews love it...
let me try
Missing this days big forum like XDA, i was a active user in Android Central now into XDA.
The game concept is interesting, please upload the screen shot.
Mr. Unknown said:
You have to navigate through a labyrinth. If you touch the walls, you have to start from the beginning or a savepoint that you have reached before. You've got to collect the purple dots, otherwise the grey square is growing and it is even harder to get through the labyrinth. And to make it even harder, the hole playground is rotating and zooming in and out, so you are going to lose your sense of orientation.
There is a little video on google play, that explains the gameplay. But the best way is to start playing. My nephews love it...
Click to expand...
Click to collapse
Sorry, but I can't upload any images. Need some more posts...
To prevent spam on the XDA forums, ALL new users prevented from posting outside links in their messages. After approximately 10 posts, you will be able to post outside links. Thank you for understanding!
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game link : https://play.google.com/store/apps/details?id=com.webnatic.HeadacheFactory
awesome game.. reminds me of super hexagon.
great execution.
let's see how far i can go hehe.
Edit : (pics)
Thank you for the response and posting the pictures.
I didn't know the game super heaxgon so i had a short look. That game looks fantastic and you are right, HeadacheFactory is a little bit like it.
If you're interested in what it looks like when you play HeadacheFactory.
Take a look: http://youtu.be/_OQ6grU9Tns
How far can you go?
Hello XDA Community!
As this is my first post here - first, some information about me.
My name is Tomasz (Tom / Thomas). I am a programmer in medium-sized company located in Torun, Poland. I've started my adventure with Android few months ago, when I have bought my first smartphone with green robot OS.
I wanted to introduce to all of you my first Android game - Color Mania. The rules of this game are quite simple: you have to click on the brighter shade of the same color. Everytime you choose correct, you gain some additional time. Every fifty correct choices you gain another extra time but you have to be careful - one mistake and game is over.
From the technical side - it is an effect of my four hours work with LibGDX and still needs some work. All graphics was made by me with Inkscape. It is inspired by two, currently popular games - Flappy Bird and Timberman. Something like "Hello World".
As I am used to iteration-based work, I wanted to publish this game as soon as possible, counting on some feedback from users. I hope that, you - as more experiences Android programmers will write some advices, tips (maybe about app promotion or UX?).
I have no right to post outside URL-s, so you have to remove all spaces from below link and add 'h' letter to the prefix. Sorry!
Google Play store: ttps://play.google.com/store/apps/details?id=com.to_dev.color_mania.android
Screens are available at the Google Play store (and project site to which link you can find at Google Play).
Please, do not hesitate to comment, rate and post advices!
Thank in advance,
Tommus
Good idea but it's not very addictive... It's just plain and quite frankly... Boring and I'd advise you to find a better name since there are popular apps with the same name