Hi everyone,
I am really excited to announce my application "iTavli - Three backgammon like games", which is a board game. If you are familiar with the backgammon game, you will love the other two games: blockgammon (or plakoto) and narde (or fevga).
The difference between these two games and the backgammon game, is that in the blockgammon game you block your opponent's single checker when you land on it, and in the narde game you can land your checkers in open or friendly occupied places.
This app runs on Android devices running OS 2.2 and higher, is free of charge and you can download it at Google Play
Version 3.0 was released yesterday, with the following new features:
- New UI for tablets
- Minor enhancements in the UI for smartphones
- A player can resign an online game
As with the iOS version, all games are free of charge, but with ads. Currently, you can not purchase the extra games (i.e., the Plakoto (or blockgammon) and the Fevga (or narde) game), but we plan to add this feature soon
Please, do not hesitate to contact me for any question that you may have
Thank you,
Vasilis
Very nice. Here is a link to the app at play store. iTavli
Hello everyone,
Version 3.1 is ready for download, with the following new features:
Use virtual coins to rent and play a game without ads.
Use virtual coins to bet during an online game
Several reported bugs/issues are fixed
I am looking forward to your suggestions
Thank you
Very nice
Version 3.2 is ready for download
The iTavli application is integrated with the Facebook, and you can now invite your online FB friends to play a game.
Your friends are sorted alphabetically, and you can invite those who have installed the Facebook on their iOS or Android device.
Finally, this version has some minor changes in the UI, which should make the application more responsive
Enjoy the game
Good engine.
Very nice, a lot nicer than others tavli/backgammon apps.
I would loved to see though:
-quicker roll dice and moves
-combined moves
that way a game would be much quicker as the real one!
vespa.truccata said:
Very nice, a lot nicer than others tavli/backgammon apps.
I would loved to see though:
-quicker roll dice and moves
-combined moves
that way a game would be much quicker as the real one!
Click to expand...
Click to collapse
Hi, thank you for your feedback.
With regards to the quicker roll dice and moves, did you check the option in the Settings screen?
What do you mean by "combined moves"?
We identified an issue with one of our ad network providers. We disabled that network, and the game should run again smoothly.
Furthermore we received some crash reports from various users, and we released version 3.2.1 which should fix this problem
Vasilis77 said:
Hi, thank you for your feedback.
With regards to the quicker roll dice and moves, did you check the option in the Settings screen?
What do you mean by "combined moves"?
Click to expand...
Click to collapse
By combined moves I mean when I have a roll dice, let's say 5 and 6, I would like to have in the options not only the move of a 5 or 6, but also the straight 11 so I don't have to click twice, first ie. click 5 and then click 6.
No biggie, just a suggestion!
vespa.truccata said:
By combined moves I mean when I have a roll dice, let's say 5 and 6, I would like to have in the options not only the move of a 5 or 6, but also the straight 11 so I don't have to click twice, first ie. click 5 and then click 6.
No biggie, just a suggestion!
Click to expand...
Click to collapse
xm, Depending on the dice and the selected checker, when you tap on a checker you will see 3 possible moves. Namely, if you roll a 5 and 6, and you tap on the checker which is at the beginning (this applies to all three games) of the board, you xan move that checker to three positions: 1) one which is 5 blocks away, 2) one which is 6 blocks away, and 3) one which 11 blocks away. Is this what you are describing?
Also, did you manage to change the speed of rolling the dice and moving the checkers in the Settings screen?
Ok, I didn't write that good enough last time. I mean, when you are playing "portes" and you have a checker out, when you have the options you can only do the first two, inside the first 6 block. In case you want to make a combined move (placed in and move) you have to click two times. Like I said before is not biggie but makes the game faster, that's all...
For your second question, I honestly can't find where settings are??
vespa.truccata said:
Ok, I didn't write that good enough last time. I mean, when you are playing "portes" and you have a checker out, when you have the options you can only do the first two, inside the first 6 block. In case you want to make a combined move (placed in and move) you have to click two times. Like I said before is not biggie but makes the game faster, that's all...
For your second question, I honestly can't find where settings are??
Click to expand...
Click to collapse
oh, yes, this is definitely a nice and useful feature. It is one of the things that I would like to add, but it needs a lot of testing, as you may remove a chip that you are not allowed to.
If you have a tablet, then you simply click on the "Settings" button
If you have a smartphone, then you scroll the screen to left. If you scroll it to right you will see the players who are currently online, and if you scroll even more to the right, you will see some online statistics.
Man, i'm sorry, I really didn't know that I should scroll... Now, I've got it! Cool speed, ok! But perhaps an indication to slide on screen could be helpful.
Great work, thanks!
Inviato dal mio Nexus 5 utilizzando Tapatalk
vespa.truccata said:
Man, i'm sorry, I really didn't know that I should scroll... Now, I've got it! Cool speed, ok! But perhaps an indication to slide on screen could be helpful.
Great work, thanks!
Inviato dal mio Nexus 5 utilizzando Tapatalk
Click to expand...
Click to collapse
No problem, apparently you missed the welcome text
I am wondering if anyone is reading it
Sound really awesome game. I am downloading right now! Vasilis you are from Greece right?
Efharisto
bfc_xxx said:
Sound really awesome game. I am downloading right now! Vasilis you are from Greece right?
Efharisto
Click to expand...
Click to collapse
Yes, I am . Thank you for your nice comment, and
I am looking forward to your feedback.
Enjoy the game
Version 3.3 will soon be ready for download, with the following changes:
- Changes in the UI
- Fixes the annoying "Please check your network" message..... you see this message only if you have disabled the network
Dear all,
I am pleased to inform you that version 3.4 is available for download. This version supports playing any game over bluetooth, but most importantly, it offers in-app purchase to purchase the games (Plakoto and Fevga) and play them without ads!!
Dear all,
I am pleased to inform you that version 3.4.1 is available for download.
This version has a new A.I. for the games Portes (Backgammon) and Plakoto (Blockgammon).
We are looking forward to your feedback
Related
I just published the demo for my first attempt at a decent Android game...it was developed on a G1, on which it's barely playable, but I'm really interested to know how/if it performs on other devices. If you're bored please take a look.
There is definitely a lot of room for improvement in the AI and general optimization, but I really want to make sure I get any stability issues cleared up before I go digging through that code again, I'm still open to criticism/suggestions, though!
If you are able to get it to crash, please give me as much detail as you can.
Niiice will download now
Edit Pretty good game actualy (oh and btw im first rating and comment :L )
Looks good, not bad ! Graphics could be improved here and there, but it's a good concept ! Looking forward to the finished game.
Thanks guys! Yeah I'm really not much of an artist, I don't consider them final, but I don't know that I'll be able to improve on them much either My big plans for the full version are a lot more maps, a few more special attacks, improved AI, and multiplayer if I'm able to get it sorted out.
Pretty good! Glad to see you developing a high quality game!
PS I sent you a little message.
Has potential, it hangs up my moto droid. Hard to negotiate between screesn.
So how do i get this game on my Hero? Just take a picture of that barcode picture and then what?
villian1998 said:
Has potential, it hangs up my moto droid. Hard to negotiate between screesn.
Click to expand...
Click to collapse
Does it hang during gameplay itself or during the map loading screen? I'm halfway through a complete re-write of the AI that I hope will improve the framerate (right now the pathfinding alone takes something like 60% of the G1's CPU)
ink718 said:
So how do i get this game on my Hero? Just take a picture of that barcode picture and then what?
Click to expand...
Click to collapse
If you have the barcode scanner or goggles app you can scan that image which translates to a market link, or just search for Pirate Skirmish on the market
Awesome Concept!
Works flawlessly on my EVO. I do agree that the graphics could use a little sprucin' but overall the concept is what sets it apart. And multiplayer would make me like the happiest person alive!
Great game, keep up the amazing work!
Works nicely on my Galaxy S, no issues/bugs, a few comments
- green highlighting around which ship you've currently selected is too hard to see
- perhaps require a double-tap to change ship
- maybe slow down gamespeed a little, it's a bit hard to micro.
You could use an exit method, at least back doesn't work on my SGS. Also, a write up, at least something brief on how things work would be lovely, at least if you don't want to turn-off the average Android person who stumbles upon your game.
I just installed the game on my an Evo and it works.
Suggestions:
- Instructions on how to play, move, goals.
- The two player mode was hard navigate. Attempting to select the second player brought the first player to the second players location. Confirming movement when over a second player would be a plus.
- Background sound, maybe waves, music, ocean sound.
- Instead of pumping up the graphics, keep it simple, but decorate the maps.
- Add a story plot at the intro.
Well thats my opinion, love the work, I hope we'll see more. Thanks for sharing.
Great feedback guys, thanks! I've whipped up a How-to guide and posted it on the site (I can't post links yet I guess, but you can get to it from the market)
alovell83, the back button issue should be fixed in 1.3, can you confirm if you're still having issues after upgrading? (Actually introduced a new bug in the process, now it's a little too eager to quit when the back button is hit)
I think it's time I get to work on a settings menu, since everyone is going to have a different preference, so far I'm thinking adjustable HUD/icon sizes, ship selection method (tap, double tap, long press), and game speed. Any other suggestions?
I'm also planning to add a few new special items in the near future. I've got a couple ideas, but if anyone has suggestions for this, now's the time!
Back to the graphics, the castle graphic is probably the best example of what I'm ultimately aiming for, clean and simple...but throwing in some terrain decorations is a good idea, and I'm sure it will help a lot towards bringing the maps to life.
kinda reminds me of a long abandoned game i used to play called world of pirates online
this game has a lot of potential!
Bout to check it out. Market lagging for some reason
Sent from my HERO200 using XDA App
just downloaded the game. it's pretty good game, just need a li'l work here and there. especially the animation. and one other thing. you should put hot to play. it took me a while to figure how to play.
Well it works good so far on the hero. And I have seen apps way worse that you have to pay for. So by the time your done I'm sure it will be great.
Sent from my HERO200 using XDA App
Any way you could provide an APK? I don't know what's going on with my phone but the Market keeps crashing every time I try to DL Pirate Skirmish... not other apps, just that one. Weird.
Sure thing, here is the .apk for version 1.3.2 just published including the How to Play link from the main menu, thanks again everyone.
Since 1.3.1 I haven't seen any crashes in the dev console, but as far as I know these only show up for 2.2 devices. So again, if anyone is getting a repeatable crash, please send me the logcat output and a quick description of how you caused it. If you don't have adb installed on your computer there is another great app called Catlog in the market that will let you save and send logs from your phone.
Awesome, thanks! I'll report back after trying it out a bit.
Update: I got a "This application closed unexpectedly" within a minute or so... I was trying to attack a castle and I was tapping it over and over. I am on 2.2 using a Desire ROM by mattc on an HD2. HD2 normally doesn't have any issues that standard Android devices don't have, but who knows depending on how the app works... I don't have ADB, but I'll go get Catalog and send logs if I can figure it out.
This is my first game, I've put a decent amount of time into it, it's called Soccer Juggle. There are a few apps like it already, but mine is different because:
It supports local multiplayer (2 and 3 balls)
It supports bluetooth phone to phone multiplayer (2 balls only)
It has 50 different campaign mode levels.
It has different level modifiers.
It doesn't have "static physics" but instead makes it more difficult the longer you've had a combo, making high scores difficult.
Anyways, leave me some feedback, the app will cost $.99 when I release it, there will also be a trial version without bluetooth, 3 ball multiplayer, or levels 21-50.
The version I just uploaded will expire June 15th 2011 at Midnight 2011, depending on it's status on that date I may upload a new version with an extending expire date.
Finally, thanks to the informative sticky at the top of this subforum, I have submitted this as a draft apk to my account and it can't be stolen!
Please don't hold back on your comments, this being my first game, and first app worth looking at, I'm sure I missed a few things!
EDIT:
If you wish to unlock all the levels, enter "31415" as the "winning score for multi player" option in settings. it'll automatically unlock all 50 levels to test
any screens?
pr0necr0 said:
any screens?
Click to expand...
Click to collapse
I wasn't emailed about your response, sorry, I went ahead and worked out as many bugs as possible and published to market. There are 8 screens there.
I can't post links yet...on xda forums, market search soccer juggle, you'll find it. it's by me, crdnilfan.
The trial has been published but isn't appearing yet, regular market lag. will post when it's out.
Tried it and it's a little unresponsive sometimes. The background could be better too.
Sent from my SGH-T959 using XDA App
iynfynity said:
Tried it and it's a little unresponsive sometimes. The background could be better too.
Sent from my SGH-T959 using XDA App
Click to expand...
Click to collapse
Responsiveness is something I've really struggled with, this is my first ever SurfaceView app, and my first game, the two combine to difficult optimization due to lack of knowledge. As I learn more though, working on various other apps, I will work in optimizations.
Hey guys, I just finished up this game, I'd appreciate it if you guys could check it out and let me know what you think!
The controls do take a little time to get used to so if you die on your first try don't be discouraged.
apk link - http://www.mediafire.com/?6suhhfks72pnj
Added apk download link to OP. I didn't realize coupon codes wouldn't work for apps.
Thanks for sharing. It's fun that you wrote this game on age 10 and did port it to Android.
Some questions:
I've only played it till world 2, but are there only six levels in the version on the market?
A question about the permissions: Why does it need full internet access?
Some recommendations:
- explanation about the controls, at first I didn't noticed them on the screen.
- explanation about how to play the game in the game. I've downloaded the apk so I've missed the explanation on the market.
- decrease the speed so the controls become less "sensitive". When you're standing on the edge and want to turn around on a fairly small block, the chance is big you'll fall off. I don't think capacitive controls are accurate enough for such a sensitivity.
- ability to save. Because people play games on there phone to kill time. But mostly this if only for a few minutes and then you don't want to start at world 1 every time.
Tricky-Design said:
Thanks for sharing. It's fun that you wrote this game on age 10 and did port it to Android.
Some questions:
I've only played it till world 2, but are there only six levels in the version on the market?
A question about the permissions: Why does it need full internet access?
Some recommendations:
- explanation about the controls, at first I didn't noticed them on the screen.
- explanation about how to play the game in the game. I've downloaded the apk so I've missed the explanation on the market.
- decrease the speed so the controls become less "sensitive". When you're standing on the edge and want to turn around on a fairly small block, the chance is big you'll fall off. I don't think capacitive controls are accurate enough for such a sensitivity.
- ability to save. Because people play games on there phone to kill time. But mostly this if only for a few minutes and then you don't want to start at world 1 every time.
Click to expand...
Click to collapse
Thanks for the feedback. The apk I posted and the Market version are the same - there are 6 worlds, and each world has 4 levels, so there are a total of 24 levels. It has the internet permission because I had originally planned to put Admob ads in it.
I like your idea about letting people save. There is actually a "resume" button if you quit in the middle of a game (not including when you get a game over). I think it would be good to let people choose which world to start at though, so they can start at any world that they've already reached.
I also agree about the controls, this is where I had the most trouble because in the PC version it's a lot easier to control with a keyboard. I'll try to fix them so they work better.
I'll add a "how to play" screen. Do you think it's necessary even in the Market version, do a lot of people download an app without reading the description?
rpimps said:
Thanks for the feedback. The apk I posted and the Market version are the same - there are 6 worlds, and each world has 4 levels, so there are a total of 24 levels. It has the internet permission because I had originally planned to put Admob ads in it.
I like your idea about letting people save. There is actually a "resume" button if you quit in the middle of a game (not including when you get a game over). I think it would be good to let people choose which world to start at though, so they can start at any world that they've already reached.
I also agree about the controls, this is where I had the most trouble because in the PC version it's a lot easier to control with a keyboard. I'll try to fix them so they work better.
I'll add a "how to play" screen. Do you think it's necessary even in the Market version, do a lot of people download an app without reading the description?
Click to expand...
Click to collapse
Okay, I thought there were only 6 levels. Maybe it is also good to mention on the market that it includes a total of 24 levels so people know what they're buying.
It is indeed a good idea to let people select the world that they want to play. Most games you have to unlock the world first by completing all previous levels at least once.
If you going to make a how to play screen anyway, I should also update your game on the market. I think most people will read the description when they're buying an app or game on the market. Only with free apps and games people click on install fairly quick without reading I think.
If you've updated the game please let me know. I shall take another look and let you know what I think about the improvements.
Tricky-Design said:
Thanks for sharing. It's fun that you wrote this game on age 10 and did port it to Android.
Some questions:
I've only played it till world 2, but are there only six levels in the version on the market?
A question about the permissions: Why does it need full internet access?
Some recommendations:
- explanation about the controls, at first I didn't noticed them on the screen.
- explanation about how to play the game in the game. I've downloaded the apk so I've missed the explanation on the market.
- decrease the speed so the controls become less "sensitive". When you're standing on the edge and want to turn around on a fairly small block, the chance is big you'll fall off. I don't think capacitive controls are accurate enough for such a sensitivity.
- ability to save. Because people play games on there phone to kill time. But mostly this if only for a few minutes and then you don't want to start at world 1 every time.
Click to expand...
Click to collapse
i agree with everything above, especially the sensitivity of the controls.
other than that, nice start.
Definitely going to try this later
Edit: downloaded and loved the game, takes me back to the contra and castlevania era where controls had to be perfect or you die. With that though I do agree with the first post talking about the sensitivity of the controls, I love being able to use my wiimote to play games like this. Also like the first post I had no idea the controls were on screen, an in game tutorial would be nice. Great game though and I can't wait to beat it so you can start working on part two now
very retro
The market link isn't working and the alternate downloading site keeps saying "Error downloading file. Retrying..." :/ The game looked interesting, too.
31/8: Nvm. I guess Mediafire was messing up last night. Everything I tried to download from there was having the Error message.
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
*******EDIT********
not sure if anyone is still following this thread but this app is now on google play https://play.google.com/store/apps/details?id=com.gmail.mrgreaper2004.rpghelper3
it is still free, and its still with out adverts
I am now going to remove the attachement as ofcourse it is better to use the play store version which is much more uptodate
note to mods: since the app is out on play store if you feel its better to delate this thread (I'm a bit worried its almost like spam to just link to my app like this) then I totally understand.
************************
Ok so this is my first post on this section and my first android app!
So what is "Rpg Helper 3" ?
Well its a character generator im working on for core D&D and similer games (the stats it rolls can be adapted to most rpg games) it contains a suite of generators that i have been working on for about 2 months, and will be expanding. The generators can be accessed seperatly as well.
Rpg helper 3 is your first one...ummm 3?
yep first android app, 1 and 2 were on the windows phone os, they are called "Rpg app (1st edition)" and "Rpg app (2nd edtion)" since im now an android owner i ported my app across, made the interface much sleeker (in my opinion) and progressed to add more content to it...this will be the app that gets future support and updates!
So if you need a quick npc, then this is for you, need to generate a quick tavern name and description, i got you covered, players asking what the bard is singing ...no problem, need a quick town description...yep. Player annoying you and you want a random fear to give him ...bingo
Want to export it as an html file ? yep
share the result via email? no problemo
(the very tired me recorded video of my app lol) - (fun drinking game, take a shot every time i say "umm" )
Known bugs:
The full sheet generator is generating more taverns and gangs then it should
When sharing via facebook it does not enter text in the post field (facebook dont allow it) but its copied to the clipboard for you so you can paste it in
lots of grammatical and spelling errors...i'll get to them
in plain text exporting of the full sheet some html code remains...yep working on it
What i ask of you :
feedback
do not decompile and use my methods!
do not share outside of XDA
When i get enough money to buy google play access (and the app is more mature) i plan on selling the app for about 50p on there (Prevously i tried the donation only approach and not a single user donated lol) but this version (possibly future versions versions too) will always be on here for free
This thread is a work in progress
UPDATE 21/06/2015
fixed surname bug
added dice roller function (its in its own separate page rather then in the generator)
24 downloads no replys,
Is there no market for this kind of app, or no interest in the app on this site?
is 4.4 too high as a start api for my app?
Were you one of the 24 downloaders? did you have issues installing? or running the app?
Works pretty good so far!
williamfold said:
Works pretty good so far!
Click to expand...
Click to collapse
Cool
Couple of quick questions,
any of the generators you find yourself using more then the others?
what would you most like to see added?
Maybe a dice roller?
williamfold said:
Maybe a dice roller?
Click to expand...
Click to collapse
That is something i plan to add, though as a separate screen, the idea being you choose the dice to roll, the number of those dice and then outputted is each roll plus the total (the idea it would be useful for fireballs etc)
so yep that feature is coming, im just waiting for sufficent time to sit down and do some more coding (work is a nightmare at the minute).
With luck some others may also of tried it and dropped some feedback too by then
williamfold said:
Maybe a dice roller?
Click to expand...
Click to collapse
Had some time free today so i have implemented the dice roller in the menu , let me know what you think
The attachment on the first post has been updated
Dice roller works fine...thx
williamfold said:
Dice roller works fine...thx
Click to expand...
Click to collapse
np, you seem at the moment to be my entire user base lol.
I guess there's just not alot of gamers around...shame....
as a reference, try to have https://godvillegame.com/ as your references
we've been enjoying it for a couple years already
either on win os, android or even ios
care to tell, what was your direction with the games?:highfive: