[APP][Wallpaper][2.3.3+] Fluid Paint - a fluid physics simulator - Android Apps and Games

Fluid Paint is a realtime fluid simulator. Touching the screen creates colorful fluidlike substances and vortices on the screen. This app comes with both a regular app gui and a Live Wallpaper!
Features
smoke / water-like animation
loading and dissolving images (free version: predefined images, paid: images from the gallery, photos)
painting solid obstacles
App and Live Wallpaper frontend
different visualization (temperature, velocity, pressure of the fluid ...)
several settings to play around (paid version: saving options)
Download and Community
Download: https://play.google.com/store/apps/details?id=com.zwoelfer.gpu_fluid_free
Community: https://plus.google.com/u/0/communities/114923194926180447460
Screenshots and Videos
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Why is Fluid Paint unique?
There is already great liquid simulation stuff out there on Android (like for instance Fleya, Magic fluids, WindTunnel, ...). Unlike those apps Fluid Paint enables you to load actual images, and liquify them. The free version presented here has some predefined images, and the full version allows you to load images from the sdcard, like for instance photos, which you shot with the camera. (You photographed a person you don't like? Load the image in the full version of Fluid Paint, and watch how the person dissolves on your screen *evilface*).
This core feature is combined with functionality from the above apps like drawing non-liquid obstacles yourself, visualizing different physical properties like the curliness, velocity, pressure or temperature of fluid particles, offering a Live Wallpaper and playing around with a lot of settings and colors.
Implementation
Fluid Paint was implemented entirely in Java using OpenGl ES 2.0. Despite of not using the NDK it is possible to execute the simulation in realtime, because the whole simulation is done in the fragment shaders. Speaking about the physical model used for this application: The simulation is based on the incompressible Navier Stokes equations, a set of equations which governs the way how fluid substances move. You might observe that waves in this application move at finite speed despite of the incompressibility constraint. This is, because the solution of the equations is approximated numerically, and a compromise of quality and simulation speed has to be met.
QR Code

please delete this post

The 10 replies limit is reached, now I could finally add some photos and links.

These wallpapers are unique, I love them!
A planet explotion would be a good addon for you next version!

Fascinating! Is it possible to open an image and pre-simulate it with high resolution and export it as an .avi? That would be great

Very nice app. Anni excellent way to use your fantasy

zalan24 said:
Fascinating! Is it possible to open an image and pre-simulate it with high resolution and export it as an .avi? That would be great
Click to expand...
Click to collapse
At the moment that's not possible. I don't know if implementing this feature for smartphones makes sense, I will think about it

This app is crazy and runs absolutely silky smooth on my Note 3! Never seen anything like it but I have to ask what language and software did you use to program and make the app??

Arbiter7 said:
This app is crazy and runs absolutely silky smooth on my Note 3! Never seen anything like it but I have to ask what language and software did you use to program and make the app??
Click to expand...
Click to collapse
Nice to hear, thank you . I simply used Eclipse with the standard ADT, and used java as a programming language. The only code not in java are the shaders. As I mentioned above the simulation is done exclusively in the fragment shaders. The java code is responsible for gui elements like buttons, menus, and delegates user input to the shaders. Similar apps like Fleya were compiled using the NDK in contrast to my app.

:good::laugh: This app is very cool and i like it!!! Thanks to the developer

cool

Thanks.
Sent from my RichPhone Z2 using Tapatalk

Very nice effect. I would like a live wallpaper like this!
Thanks.

Looks great! :good:

12er said:
Nice to hear, thank you . I simply used Eclipse with the standard ADT, and used java as a programming language. The only code not in java are the shaders. As I mentioned above the simulation is done exclusively in the fragment shaders. The java code is responsible for gui elements like buttons, menus, and delegates user input to the shaders. Similar apps like Fleya were compiled using the NDK in contrast to my app.
Click to expand...
Click to collapse
Ahhhh java xD I love javascript even though it's not related Java not so much haha. Thankfully Unity3D has it's own IDE and is easy to use I recommend it over anything.

Crazy!!
Just awesome! DIdnt know that I was such an artist!! No really great work! You can draw nice pictures in seconds!! But dont do it if youre drunk !

Very nice app

Cool effects. May be author write tutorial about how he did this

Arbiter7 said:
Ahhhh java xD I love javascript even though it's not related Java not so much haha. Thankfully Unity3D has it's own IDE and is easy to use I recommend it over anything.
Click to expand...
Click to collapse
Unity3D would be worth a look. When I realized that I would have to pay like over 1000 $ to render to textures, I didn't continue experimenting with it. But implementing the layer using OpenGl directly in my Android app demonstrated the advantages of using a game/rendering engine like Unity3D. The compatibility of Unity3D to several Android devices is maintained by the team working on Unity3D. In contrast writing glsl shaders and so on yourself leaves you with the problem of keeping your OpenGl code compatible to thousands of Android devices. On some devices it might work, on others the output might just be black due to errors in the drivers ... yes, I had that problem, and had to do some dirty workarounds.

maxdk9 said:
Cool effects. May be author write tutorial about how he did this
Click to expand...
Click to collapse
Ok, this isn't going to be easy. I can tell that you won't understand anything with just one answer. But I like this topic, so I am going to answer the question anyway. Hopefully I can get some of the users here into fluid dynamics Computational fluid dynamics is really cool, and learning some of the basics about it is not very easy for the start, but rewarding in my opinion.
A short overview about the simulation:
The physical Model:
I modelled the fluid as an inviscid incompressible fluid. Fluids are materials which do not resist deformation, such that shear forces are solely caused by friction. At the same time I assumed that the fluid is inviscid, therefore there is no friction between the fluid layers. The incompressibility entails that the fluid's density is equal everywhere.
The motion of such a fluid is governed by the Euler equations (inviscid Navier Stokes equations):
What do those equations mean?
Let's break down the first equation: v is a vector quantity mapping each point in space to the velocity of the particle sitting there. And
is the density, in other words mass per unit volume. The lefthand side of formula (1) has two factors, density
and the term in the brackets. The term in the brackets is equivalent to the acceleration of each particle from the particle's standpoint. So the lefthand side is analogous to "mass times acceleration", hence the equation means that the particles of the fluid change their momentum according to the forces on the right side of the equation.
So the right side of equation (1) is the sum of all forces working on the particles. According to equation (1) two forces are working on each particle: Some force
, where p is the pressure.
retrieves the gradient of a scalarquantity, pointing from lower to higher values. So
is a force accelerating particles away from regions with high pressure. The last summand on the right side is the force caused by gravity, such that f is earth's acceleration.
According to the formula (2) the divergence of velocity v is zero, in other words the particles' trajectories aren't changing in density. So the fluid is incompressible.
Equation (1) is nothing more but a momentum conservation equation, and equation (2) is both an incompressibility constraint and a continuity equation stating that the total mass isn't changing.
The Simulation
For the simulation I implemented a grid based finite difference method. By gridbased I mean that the main datastructure used for the simulation is a twodimensional grid (in contrast particle based methods, where actually individual particles travel through space, are popular too, but for those finding the neighboring particles can get computationally quite expensive). Each gridcell contains all the information about the particle sitting in this cell at a particular moment, like pressure, velocity and color of the particle in the cell. The graphic below demonstrates the structure
Such twodimensional grids can be represented by textures in OpenGl.
The simulation is done by approximating the solutions of equations (1) and (2) iteratively. The solution at a particular point of time is stored in a grid like described above. To calculate the state of the solution after a timeinterval
, we advance forward in time according to the equations above, and update the grid with the new solution. Let's rewrite equation (1) by shifting terms to the right side such that we can do something like forward-Euler in time to approximate solutions:
By splitting this equation into three equations, and solving those in sequence, an approximation of the solution for each timestep can be obtained:
Step 1: Advection - Solving equation (4)
Recall that the lefthand side of equation (1) describes the rate of change of momentum. So equation (4) states that the momentum isn't changing. As a result particles are moving along straight lines at velocity v according to equation (4). Due to the discrete nature of the grid, the actual movement can only be approximated. For more accurate solutions a higher order Runge Kutta method could be deployed, or the MacCormack scheme is very popular, but for simplicity I describe the Forward Euler method, which is closer to intuition: During a timestep
each particle moves from its position p to position
.
But how can straight movement be realized by particles described through a grid? Simply by doing the following for each gridcell: Lookup the velocity v, and copy the data of the particle there, which was at position
before timestep
.
If position
isn't located exactly at the center of a cell (and this will almost always be the case), the data of the cells around this point have to be interpolated. OpenGl can do this for you by for instance bilinearly filtering the textures. Inside the shader it's enough to just lookup the fragmentdata at that particular position, as OpenGl does the interpolation for you, if it's activated.
Step 2: Gravity - Solving equation (5)
Advancing for a timestep
according to equation (5) is actually pretty simple. After that timestep the velocity v changes by acceleration f times timeslot
. So to obey equation (5) the velocity of each grid cell is updated using this formula:
Step 3: Pressure, and making the velocity divergence free - Solving equation (6)
This step is done by calculating the gradient of pressure p at each gridcell, and updating the velocities analogous to the gravity step. But this time it is done by adding the gradient of the pressure times
to the velocity of each gridcell:
But how do we obtain the pressure p? And up to here nothing has been done to keep velocity v divergence free. That's where equation (2) comes in: If we take the divergence of both sides of equation (6), and demand that the velocity
is divergencefree (
) after the timestep, the lefthand side of equation (6) becomes zero. The equation obtained that way is called pressure Poisson equation:
Solving this equation gets us the pressure p, and the pressure has just the right amount to make the velocity divergence-free, if we update the velocity field according to equation (6). So the pressure acts as a quantity which makes the fluid incompressible. That's close to intuition: we try to compress the fluid -> pressure builds up, which makes the fluid resist being compressed.
Discretizing the problem turns equation (7) into large system of linear equations. Luckily the system matrix of those equations is sparse such that its solutions can be approximated efficiently by iterative approaches like Black & White Gauss-Seidel, or the Jacobi method. For simplicity I consider the Jacobi method. Let q be
then q (and therefore pressure p) can be approximated iteratively by updating for q for each gridcell by using this formula:
(To cover three dimensions, we would have to use n=3, and add q_front/behind and v_front/behind ...)
Calculating q would require executing formula (9) repetively until q converges. A trick to spare time, since everything should run in real time: I am reusing q each frame, and running the Jacobi step from formula (9) only two times each frame, such that a very rough approximation of q accumulates over time.
Obviously this whole step is the computationally most expensive step: Calculating q by running the Jacobi step from formula (9) a few times, calculating the pressure p from q according to formula (8), and using the pressure to calculate the gradient to update the velocity according to formula (6) is what has to be done.
Putting it all together
For each frame steps 1 - 3 are run in sequence. That's the basic algorithm, which I used to approximate incomrpessible inviscid flows in my application. By using a threedimensional grid, the simulation could be done for three dimensions! That's where in my opinion it starts to get really exciting, because cloud formations with interesting dynamics, explosions and even the physically correct movement of water bodies could be simulated. It's a pitty that even on high end platforms such simulations require a lot of resources. So I had to stay in two dimensions in my Android app. But I think that a simulation in just two dimensions still demonstrates how wonderful fluid dynamics can be.
Still not convinced that fluid dynamics is an awesome topic? Some images might demonstrate the difference between 2D and 3D fluid dynamics. The first three images are from 2D fluid simulators (my app, magic fluids, fleya):
And the next three images are from 3D fluid simulators (Tall Cell Grid by Chentanez and Müller, vortex particle method by Selle et al., Wavelet Turbulence by Kim et al.):
For further reading I can recommend Nvidia GPU Gems "Fast Fluid Dynamics Simulation on the GPU", "FLUID SIMULATION SIGGRAPH 2007 Course Notes". Those two references cover the approach which I implemented. Those approaches are well enough for computergraphics, but don't provide the accuracy necessary for engineering applications. For "realworld" problems finite volume methods, finite element methods exist. You might have a look at the SIMPLE algorithm.

Related

[GAME][WIP] I am making a game "Launch Meat".

Introduction​​
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Hello xda. Dblfstr here with a New Year's resolution. I have been toying with android for quite a few years now and I think I am ready to actually develop something on my own. This thread will be dedicated to the ongoing status of my game "Launch Meat"
To begin, I know I am going to make a side-scrolling platformer (Think Super Mario Bros., Contra, Mega Man, etc). However, since The new year has just begun, I am only in the idea phase. Still thinking about story, characters, bad guys, plot, all the things I need to decide before I actually start coding.
I am working now with my wife and my children to come up with ideas. My son has a very, very, wild imagination, and my daughter is becoming an excellent artist. That with my wife's ability to predict the future (can all women do that?), we should be able to come up with something fun and entertaining.
What I ask of you, and it is not mandatory, is for input on all of the topics above. What makes a good game? What would poeple like me and you like to play. What do you think the next hit game will be?
Now I am not looking to make millions or even tens of dollars. I just want to make a fully functional game. Think of it a test, a first step into creating something really worthwhile. That does not mean I do not have expectation for my game, but I am realistic.
Of course, since this is the beginning, I do not expect a lot of traffic here, nor do I expect someone to provide me with the next million dollar idea. I made this post now as a place holder and possibly an idea pool.
That is all I have for now, but here is to a new year!
-Dblfstr
Concept Art​
Initial Sketch of Protagonist
Initial rendering of Antagonist 1
​
Story Line/Concept/Ideas​
Developing story:
Back-story: There is a planet [unnamed] that hosts a race of Turkeys. These are not turkeys that we know and love (to eat), but a rave of un-featherd turkeys with no heads. (Cooked Turkeys). Many years ago, before civilzation, the turkey race transplanted some pioneers onto earth. There they would colonize earth and spread the species. However, the humans evolved faster and rose to the top of the food chain. The turkeys slowly (devolved) grew feathers, and heads and became the turkeys we know today. (Still needs some detail)
Our hero is on a mission to earth to reconnect with his turkey brethren, and see what kind of advancements they have made on earth. Of course [something - possibly a breach in the hull, causing his supplies to be scattered over various planets and celestial objects] goes wrong and our hero is left stranded on earth and must collect fuel and parts for his journey home.
He searches to not only reconnect with his long lost turkey race that had been placed on earth centuries ago, but to seek help from them in fixing his ship for his eventual journey home. He finds some of his turkey race on a farm a quickly realizes that things had not gone according to plan; that the race of turkeys on earth have devolved into the turkeys we know and love (to eat). This devolved race have not worn their suits and helmets for so long that they have grow feathers to survive the earth climate (No longer cooked turkey race, but regular earth turkeys). Our hero realizes what has happened, and that they cannot help him, so he decides he must rescue (a few) turkeys and bring them back home with him, to let his people know what has become of the earth settlers.
(I am thinking they are born raw, and naturally mature to cooked, or the cooking process helps with space travel... idk)
Throughout his journey he must collect items: fuel, food, coins, ammunition, a survivor, to complete each level.
more to come...
Old:
Some creature/character has to do something during each level. Each level has a common goal. Is there someone to save, someone to defeat? Broken up into 16 levels? With 4 (to begin with) sections.
Not a puzzle game.
Adventure?
Collecting items?​
-Ideas "Launch Meat" (play on lunch meat)
Character is a fully cooked turkey with an astronauts helmet.
Our character - [name] Has to complete each level to get to his space ship.
Timed levels.
Obstacles in the form of bad guys (different for each world) Aliens, farmers, debris etc.
16 levels per world:
4 Worlds
Earth
Moon
Planet
Planet
(eventually home planet of cooked turkey people.)
Launch meat:
Enemies:
Farmer
Eyeball Guy
Aliens
Random Obstacles
Items:
Fuel
Food
Health
Coins
Power-Ups
Speed
Jump
Invincibility
Weapons
Spork
Butter
Gravy
User Submitted Ideas/Comments​
Due to my not-so-great computer graphics skillz. Render my my drawings directly as the graphics for the game.
Keep it simple - overcomplicated games can easily turn players off, and/or loose their intent.
Controls - Maintain fluid motion and responsiveness. All in all with realistic feel.
Physical controls - Too many buttons = bad. Not enough buttons = bad. Intuitive, responsive buttons = good.
Story Line - Again, keep it simple. Over convoluted games will loose players. (And become very hard to incorporate).
Purpose - Leave it up to the player to what percent that want to complete the game. Give the player choices as to what they want to accomplish yet have one visible goal for everyone.
Art - Art must match the game, players, scenery, controls, music. Any of these not following a common thing will make the game look incomplete or unfinished.
Performance - This is a hard pone. Their are a wide variety of android phones, all sizes and shapes, all with different processing power.
Developing for the majority of devices will be difficult, but necessary for a good user experience. Keep this in mind while controlling graphics and motion.
Cooked turkeys are actually "born" (produced in mass, maybe? they're an advanced species that gave up normal ways of birth centuries ago and use a cloning method now, etc) as raw turkeys and must undergo a process to mature and become alive: being cooked.
The evil guys, turkeys that are born cooked, are the less advanced species. They were lazy and didn't bother to follow up with science, and now they seek to steal the technology of the advanced turkeys. However, they have no clue and are trying multiple methods (all of which will fail! oh no!) to try and understand how to cook turkeys... In order to so, they are kidnapping advanced (raw and inert) turkeys and trying to cook them using different methods: on solar power, using gas, with ketchup, without ketchup, with tomatoes, etc.
Our hero must save the raw turkeys, because as advanced as his species might be, these raw turkeys are not easily produced, and resources are becoming scarce lately (which could be why such an advanced species only sent one guy to do this mission... lol).
Collectibles: he can find some rare resources that might help him get upgrades; also, some of the raw turkeys he saves might actually be cooked turkeys that were mistakenly abducted, and could help him (by offering him resources/items/upgrades, or by actually helping him if you're willing to develop an AI for them too).
Include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).
High replayability level (e.g. Death Worm, Canabalt HD), are games to play to waste a few minutes (e.g. Doodle Jump), or puzzle/strategy games.
Include achievements/unlockables.
Endless level mode would be nice. It would allow the player to play anytime even if he finished the story (or not), and without having to worry about time.
Tell the story in a graphic novel, just like Max Payne, it makes the player give more attention to it.
customizable character, which would put more "player style" on the game.
Power ups are also great ideas
Icon.. and presentation. How it looks at first glance. Doesn't have to be something with high end graphics but something that looks clean. (icon, screenshots, etc).
Thanks,
GermainZ
KidCarter93
polobunny
XxLordxX
Blastz729
​
Progress​​
1/24/2013 - All screens are done (expect each level). I reworked the screenBase so that each screen does less work. I was starting to create the 'world' and ran into too many possibilities of how to approach the world and the characters, etc. so for the time being, I am going to create some very small games from tutorials just to get a better idea of how to approach this.
1/22/2013 - Added helpful links
1/17/2013 - Added some more user input, uploaded an initial render of the protagonist. Also added a header image for "Launch Meat".
1/16/2013 - Added some story line with back-story.
1/15/2012 - Added initial sketch of Protagonist, yet to be named.
1/14/2013 - Even though I have done all the android tutorials (Hello World!, etc), I have redone them all just as a refresher. Also made a couple of Minecraft mods to refresh my Java (not great at Java, yet). Plan to follow along with Android game Development Tutorial. Looks there there is a lot of information there.
1/11/2013 - Created the thread. Put up brief intro and some general idea of what I want to do.
Helpful Links:​​
Eclipse IDE Duh
Libgdx Open source game engine for android/desktop/html all in one.
Box2D Open source physics engine for many platforms (Libgdx has Box2D implementation)
Tutorials:
Tutorials on Game Logic and Architecture (Libgdx and android)
Box2D Tutorials
Box2D Polygon Editor
Libgdx, Box2D and more tutorials
Tutorial using Libgdx
Android game Development Tutorial
​
What makes a good game is a hard question to answer. It's a lot about opinions, but there's some general rules you can go by.
A simple method of controlling: More buttons isn't necessarily better. On mobile this is key, because there's no tactile feedback like a game controller. You will see most of platformers have a directional pad/analog stick like direction and 2 main action buttons plus a menu button to pause, restart, exit and so on. Very important that the controls are responsive. This touches 2 things, the controls themselves and the way the character moves around (animations and physics). I've tried some indie games and uninstalled them in a split second just because the character felt like it was gliding on the ground.
Storyline and goals: The story doesn't need to be extremely convoluted, the first Mario games are a good example. Same for Megaman and alike. Same for the level goals and the game goal(s). Don't make it a point to collect everything or explore every centimeter of the level. Leave some choice to the user, whether they want to zoom through the game or collect everything. Bonify the completionist, but don't penalize the speedy gonazales. Once again, platform classics are a good example. In Mario you can take the pipe to go quickly around the level, or the panoramic koopa view. In Megaman you can find every powerup, energy tank and such or simply kill the bad guys.
Art: Bad art can kill a game. It's not really about what it looks like rather than the consitency of the style. This goes for the colors, the shapes and also the music. A bad music loop that doesn't seem to blend properly with the graphics or the action will not be enjoyable.
Processing, fluidity and physics: It's important to take into consideration that most mobiles are somewhat underpowered. While you might want to recreate the next Skyrim, chances are you will have to settle for a bit less. The game must be smooth on a majority of currently available and used devices and the loading not too attrociously long. A lot of people will play mobile games in their breaks, while waiting for something or in public transport. If you have to wait a full minute for the game to load, it's a deal breaker. It's not necessary as a starting developper to create a very graphically heavy and intensive game. You can shorten your programming time by using an already programmed game engine, which will make your life easier by not having to worry too much about merging graphics, sound and physics together.
Touching again with the physics, consistency is important. If your character jumps too quickly, falls too quickly, runs too quickly it will make your game hard to play. If it's too slow it will feel boring.
All in all, good luck!
polobunny said:
What makes a good game is a hard question to answer. It's a lot about opinions, but there's some general rules you can go by.
A simple method of controlling: More buttons isn't necessarily better. On mobile this is key, because there's no tactile feedback like a game controller. You will see most of platformers have a directional pad/analog stick like direction and 2 main action buttons plus a menu button to pause, restart, exit and so on. Very important that the controls are responsive. This touches 2 things, the controls themselves and the way the character moves around (animations and physics). I've tried some indie games and uninstalled them in a split second just because the character felt like it was gliding on the ground.
Storyline and goals: The story doesn't need to be extremely convoluted, the first Mario games are a good example. Same for Megaman and alike. Same for the level goals and the game goal(s). Don't make it a point to collect everything or explore every centimeter of the level. Leave some choice to the user, whether they want to zoom through the game or collect everything. Bonify the completionist, but don't penalize the speedy gonazales. Once again, platform classics are a good example. In Mario you can take the pipe to go quickly around the level, or the panoramic koopa view. In Megaman you can find every powerup, energy tank and such or simply kill the bad guys.
Art: Bad art can kill a game. It's not really about what it looks like rather than the consistency of the style. This goes for the colors, the shapes and also the music. A bad music loop that doesn't seem to blend properly with the graphics or the action will not be enjoyable.
Processing, fluidity and physics: It's important to take into consideration that most mobiles are somewhat underpowered. While you might want to recreate the next Skyrim, chances are you will have to settle for a bit less. The game must be smooth on a majority of currently available and used devices and the loading not too atrociously long. A lot of people will play mobile games in their breaks, while waiting for something or in public transport. If you have to wait a full minute for the game to load, it's a deal breaker. It's not necessary as a starting developper to create a very graphically heavy and intensive game. You can shorten your programming time by using an already programmed game engine, which will make your life easier by not having to worry too much about merging graphics, sound and physics together.
Touching again with the physics, consistency is important. If your character jumps too quickly, falls too quickly, runs too quickly it will make your game hard to play. If it's too slow it will feel boring.
All in all, good luck!
Click to expand...
Click to collapse
Thanks for your input. You are correct in these deal breakers with indie games. I feel your pain with lag and unresponsiveness. Myself being an avid gamer, yet a Game Developing N00b, ( I will developing this all by myself) I do need to understand the majority input on game basics, what is needed vs. what is superfluous.
For art, I consider my self a pretty good artist. However, computer graphics and pencil drawings are two separate things. I will struggle to complete full sets of game graphics alone, but I have a plan to assist in this matter.
Physics and game engine. I have been looking into open source physics engines for a while and I think I have settled on Box2D. This will hopefully help in keeping the physics and game play smooth and a maintain a nice user experience.
Storyline. Since this is my first game (first app) that I will be developing. I do not want to burden myself with completely immersible stories and character development. I am shooting for a simple and fun side-scroller with a seemingly obvious objective; complete the level. Goals, however, are yer to be determined.
Controls so far are left right jump and one or two action buttons, depending on what the character can do or needs to do. Obviously this will develop over time.
Thanks again for contributing your input.
-Dblfstr
Considering you're pretty confident with drawing on paper, why not make your game's universe that paper? I can't remember any names, but some fun games I've played in the past had a paper for the background and (rather impressive) doodles for the renders.
I think it would be a good theme, especially if you put some effort into it. For example, everything could be animated: the sky and clouds scrolling and slightly changing colors to imitate actual doodles (you know how doodles aren't fully colored), and so on.
GermainZ said:
Considering you're pretty confident with drawing on paper, why not make your game's universe that paper? I can't remember any names, but some fun games I've played in the past had a paper for the background and (rather impressive) doodles for the renders.
I think it would be a good theme, especially if you put some effort into it. For example, everything could be animated: the sky and clouds scrolling and slightly changing colors to imitate actual doodles (you know how doodles aren't fully colored), and so on.
Click to expand...
Click to collapse
Excellent point. And when I said I have a plan for that (graphics) that was the possibility I was eluding to. I had also thought (still just a thought), to have the graphics in total designed by my children. We were creating some concept drawings last night and I have to say some of the creatures my kids created were rather impressive. I would need to help mold these creatures to fit the theme of the game. But still it is an option. I cannot think of any game yet that is completely designed by children, (graphically speaking). That is one option. The other is as you suggested, turn my drawings into the characters and have the scenery match the style in the same way.
Still throwing ideas around. But I knew making this thread would be helpful.
Thanks for your input!
-Dblfstr
Ballerburg (3D) old school Game with multiplayer would be a great game for Android
I don't know why but most off the c=64 games witch had no good graphics fascinating me much more than all that new game sh!t
Sent from my HTC One X
TylerDurben said:
Ballerburg (3D) old school Game with multiplayer would be a great game for Android
Sent from my HTC One X
Click to expand...
Click to collapse
"What makes a good game?" != "What would be a good game?"
First off, I'd like to say that I'll be following this thread closely throughout because of 2 reasons really.
1) I'm a really avid gamer and have always had a big interest in games. Whether it be seeing how a game progresses through it's development, playing the final product or getting to know how the logistics of game development works, I'm a huge fan.
And 2) Ever since I was back in primary school, I've always wanted to be a game developer. Obviously at that point I had no idea as to how much work has to go into creating it but it still always fascinated me.
I've never got around to learning much about this kinda thing but hopefully from following this thread and giving ideas/suggestions to you along the way, it will actually help me learn more about it all aswell
Now, onto the ideas section...
To be honest, I totally agree with everything that polobunny said and had I got here first, my response would've been along those lines. So forgive me if I reiterate some of those points that he made.
Keep It Simple
As already mentioned, it's a lot about opinions but one of the main things which a lot of games have in common is the fact that they aren't over-complicated.
Let's take some popular titles as examples : Angry Birds, Temple Run, Mario, Sonic, Pokémon, Cut The Rope etc.
While some of that list are more complex than others, they still all retain the one basic feature - A simple idea.
With Angry Birds you simply flick birds at pigs, Temple Run/Sonic you run around collecting coins/rings, Pokémon you beat other monsters to make your own stronger...
They all have simple ideas and they've all had great success.
While some games are a lot more complicated but still had success, they've came from a company with lots of people all working on the game.
Art
While art doesn't seem like it would be a major factor in the game, it's one of the first thing the player will notice and will continue to notice. If the art complements the game well, you won't have a problem. Bad art, however, is a big problem. You'd literally be better off having one generic coloured background throughout with no change, than have badly designed background art.
The idea GermainZ had about having the games universe as your drawing paper is a great idea. One great example of that being used in a popular game is Little Big Planet. All of the background, and a lot of the game itself, are simply drawings on cardboard cut-outs which are then placed into the game.
It's the perfect workaround for those who are good at drawing but couldn't reproduce it on a computer.
The Next Step
The fact you know that you want to make a platform is a good start because at least it can give you the basis for everything else.
All that really needs to happen now, for this project to take a major step in the right direction, is to think what kind of game it will be. SK whether it will be more of a collecting items game, or defeating bosses and getting stronger or anything else in between.
Once you've got to that point, ideas of what the game can actually include will become much easier to think about and discuss.
Anyway, I wish you the best of luck with this project mate
EDIT - I don't know if this will be useful to you or not, but I just came across this thread - Android Game Development Tutorial! - and figured it may help.
"Never hit a man with glasses. Use a rock, it'll hurt more."
KidCarter93 said:
First off, I'd like to say that I'll be following this thread closely throughout because of 2 reasons really.
1) I'm a really avid gamer and have always had a big interest in games. Whether it be seeing how a game progresses through it's development, playing the final product or getting to know how the logistics of game development works, I'm a huge fan.
And 2) Ever since I was back in primary school, I've always wanted to be a game developer. Obviously at that point I had no idea as to how much work has to go into creating it but it still always fascinated me.
I've never got around to learning much about this kinda thing but hopefully from following this thread and giving ideas/suggestions to you along the way, it will actually help me learn more about it all aswell
Now, onto the ideas section...
To be honest, I totally agree with everything that polobunny said and had I got here first, my response would've been along those lines. So forgive me if I reiterate some of those points that he made.
Keep It Simple
As already mentioned, it's a lot about opinions but one of the main things which a lot of games have in common is the fact that they aren't over-complicated.
Let's take some popular titles as examples : Angry Birds, Temple Run, Mario, Sonic, Pokémon, Cut The Rope etc.
While some of that list are more complex than others, they still all retain the one basic feature - A simple idea.
With Angry Birds you simply flick birds at pigs, Temple Run/Sonic you run around collecting coins/rings, Pokémon you beat other monsters to make your own stronger...
They all have simple ideas and they've all had great success.
While some games are a lot more complicated but still had success, they've came from a company with lots of people all working on the game.
Art
While art doesn't seem like it would be a major factor in the game, it's one of the first thing the player will notice and will continue to notice. If the art complements the game well, you won't have a problem. Bad art, however, is a big problem. You'd literally be better off having one generic coloured background throughout with no change, than have badly designed background art.
The idea GermainZ had about having the games universe as your drawing paper is a great idea. One great example of that being used in a popular game is Little Big Planet. All of the background, and a lot of the game itself, are simply drawings on cardboard cut-outs which are then placed into the game.
It's the perfect workaround for those who are good at drawing but couldn't reproduce it on a computer.
The Next Step
The fact you know that you want to make a platform is a good start because at least it can give you the basis for everything else.
All that really needs to happen now, for this project to take a major step in the right direction, is to think what kind of game it will be. SK whether it will be more of a collecting items game, or defeating bosses and getting stronger or anything else in between.
Once you've got to that point, ideas of what the game can actually include will become much easier to think about and discuss.
Anyway, I wish you the best of luck with this project mate
EDIT - I don't know if this will be useful to you or not, but I just came across this thread - Android Game Development Tutorial! - and figured it may help.
"Never hit a man with glasses. Use a rock, it'll hurt more."
Click to expand...
Click to collapse
Hey KidCarter,
Nice to see you in here. Again, all good points and things that I am trying to keep in mind. Projects like this have a way of forming a mind of their own and growing out of control. I hope I can contain it to keep the complexity down, however I would like it start gaining its own momentum.
The thread you linked, I have seen it before. I did not realize that they were so far along. I think I will follow that tutorial to get some ideas on how to control the world. I looked at parts of it (controlling character and background), I do not know if I will be able to do it that way though, as I will be trying the Box2D engine for things like that. Either way, it looks like a good place to learn some things, and I think it will be fun to follow along.
Thanks again!
-Dblfstr
It is not a good sign of things to come when one cannot setup Libgdx correctly. (Game Engine I chose).
It supposedly works well with Eclipse. However, upon setting up my initial package, I get an error.
Error: Could not create Libdgx_[temp]
cleaning...
Thinking my Hard-drive is a bit fill. 5GB left of 1TB
I will get it sorted out, my friend is bringing me an external 500GB HD.
On to the next.
Added initial sketch of Protagonist, yet to be named.
balintmaci said:
i have never heard of libgdx but i know that my classmate who is not in any ways a good developer made pretty decent stuff in unity (just the basics like controls and a basic map) so if you're a complete noob i could recommend that. also have you considered making it open source? since As you said you're not planning on making millions and it's hard to find anything decent open source for android...
Sent from my MB860 using xda app-developers app
Click to expand...
Click to collapse
Actually Libgdx is an open source game engine for android/desktop/Web applications. It provides the framework needed to create android games. There are others but my research led me to use Libgdx. Also I will be using Box2D for the physics Engine, again an open source project that will control the physics of the players and environment.
The game itself will not be open source, but the link provided by KidCarter has the complete source code for a game and a tutorial from start to finish. If you would like to tinker with it.
I would not consider myself a complete n00b per se, but a complete game developer n00b, yes.
That being said, I have not looked into Unity. I will though, just to see what it offers over Libgdx.
Thanks
Edit: Unity is not free. There is a free license, but a $400.00 fee to add the android toolkit.
balintmaci said:
i suppose he [legally obtained a copy through handwork and saving his money] then
Sent from my MB860 using xda app-developers app
Click to expand...
Click to collapse
lol
I bet it has some pretty slick methods though. I checked out their site and it seems rather impressive. May be something to look into in the future, You know, for "Launch Meat 2: Revenge of the Turkey".
Love the protagonist's sketch! It made me laugh really hard, and I wonder how good the animations will be
If you could combine it with some neat animations (e.g. jump), the game could be pretty humorous. That's a good thing, even if you it's an action/adventure game (actually, that might make it even better).
For the story, here are a few (quick) ideas.
How about a plot where the cooked turkeys are actually "born" (produced in mass, maybe? they're an advanced species that gave up normal ways of birth centuries ago and use a cloning method now, etc) as raw turkeys and must undergo a process to mature and become alive: being cooked.
However, the cooking process must be done in a very precise manner.
The evil guys, turkeys that are born cooked, are the less advanced species. They were lazy and didn't bother to follow up with science, and now they seek to steal the technology of the advanced turkeys. However, they have no clue and are trying multiple methods (all of which will fail! oh no!) to try and understand how to cook turkeys... In order to so, they are kidnapping advanced (raw and inert) turkeys and trying to cook them using different methods: on solar power, using gas, with ketchup, without ketchup, with tomatoes, etc.
Our hero must save the raw turkeys, because as advanced as his species might be, these raw turkeys are not easily produced, and resources are becoming scarce lately (which could be why such an advanced species only sent one guy to do this mission... lol).
For the collectibles, he can find some rare resources that might help him get upgrades; also, some of the raw turkeys he saves might actually be cooked turkeys that were mistakenly abducted, and could help him (by offering him resources/items/upgrades, or by actually helping him if you're willing to develop an AI for them too).
Say what?
EDIT1: Also, to save the raw turkeys, you could include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).
GermainZ said:
Love the protagonist's sketch! It made me laugh really hard, and I wonder how good the animations will be
If you could combine it with some neat animations (e.g. jump), the game could be pretty humorous. That's a good thing, even if you it's an action/adventure game (actually, that might make it even better).
For the story, here are a few (quick) ideas.
Click to expand...
Click to collapse
GermainZ, you do have a wild imagination. Although, I have not posted it yet, I do have a story developing. So, let me respond to your ideas.
*How about a plot where the cooked turkeys are actually "born" (produced in mass, maybe? they're an advanced species that gave up normal ways of birth centuries ago and use a cloning method now, etc) as raw turkeys and must undergo a process to mature and become alive: being cooked.​ - Our protagonist, and his race are indeed born as cooked turkeys. (I do like the idea of being raw and maturing in the way you described).
*The evil guys, turkeys that are born cooked, are the less advanced species. They were lazy and didn't bother to follow up with science, and now they seek to steal the technology of the advanced turkeys. However, they have no clue and are trying multiple methods (all of which will fail! oh no!) to try and understand how to cook turkeys... In order to so, they are kidnapping advanced (raw and inert) turkeys and trying to cook them using different methods: on solar power, using gas, with ketchup, without ketchup, with tomatoes, etc.​
- Great ideas, I had imagined the bad guys being different species of each planet. Bad Turkeys might make a great addition!
*Our hero must save the raw turkeys, because as advanced as his species might be, these raw turkeys are not easily produced, and resources are becoming scarce lately (which could be why such an advanced species only sent one guy to do this mission... lol).​
- Here, my intent was simply for the turkey to make it back home to let his race know what has happened to his devolved brothers and sisters on earth. (i.e, they have evolved to fully feathered turkeys and no longer retain the knowledge of their origins. Simply put, they are food).
*For the collectibles, he can find some rare resources that might help him get upgrades; also, some of the raw turkeys he saves might actually be cooked turkeys that were mistakenly abducted, and could help him (by offering him resources/items/upgrades, or by actually helping him if you're willing to develop an AI for them too).​
- Collectables are currently fuel, food, parts for his ship and (coins), maybe for in-app purchases. I do think maybe he should be saving someone though. Perhaps some of the devolved turkeys that are to be eaten. However, this part will not work on other planets.... or could it?
EDIT1: Also, to save the raw turkeys, you could include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).​
-This I need to give some thought, my wife wants me to add a puzzle aspect, but I do not know if that will fit with the game, or make it overly complicated and distract from the main game sequence. Maybe bonus levels!
Developing story:
He is on a mission to earth to reconnect with his turkey brethren, and see what king of advancements they have made on earth. Of course [something - possibly a breach in the hull, causing his supplies to be scattered over various planets and celestial objects] goes wrong and our hero is left stranded on earth and must collect fuel and parts for his journey home.
He arrives at a farm to not only reconnect with his long lost turkey race that had been placed on earth years ago, but to seek help from them in fixing his ship for his eventual journey home. He quickly realizes that the race of turkeys on earth have devolved into the turkeys we know and love (to eat). [removed] This devolved race have not worn their suits for so long that they have grow feathers to survive the earth climate (No longer cooked turkey race, but regular earth turkeys). Our hero realizes what has happened, and that they cannot help him, so he decides he must rescue (a few) turkeys and bring them back home with him, to let his people know what has become of the earth settlers.
(I am thinking they are born raw, and naturally mature to cooked, or the cooking process helps with space travel... idk)
Still in the early stages.
Great input and these ideas could possibly change, mold the story to help it come to fruition.
Dblfstr said:
EDIT1: Also, to save the raw turkeys, you could include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).​
-This I need to give some thought, my wife wants me to add a puzzle aspect, but I do not know if that will fit with the game, or make it overly complicated and distract from the main game sequence. Maybe bonus levels!
Click to expand...
Click to collapse
Why not make it optional? You would have multiple ways to complete a level; the puzzle is one way to do so, and will grant you some bonus.
Also, throwing some more ideas here:
Bonus/collectable: Alternate chicken suits for the protagonist;
Collectable: Short books recovered from the space ship that cover some of the history of his species;
Ways of death (cut scene; the characters dies normally, then a cut scene is displayed for some special deaths): Being eaten by humans
:laugh:

[GAME][2.2+] Cyber Bee

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Maze-Software.com
Facebook application page
It's now available on Google Play - check it out!
QR Code
Albert Einstein once said: "If the bee disappears from the surface of the earth, man would have no more than four years to live". Nowadays science has gone so far that we can help bees in their difficult life, indirectly helping whole humanity. Bees are human best friends in the insect world - they can pollinate plants and produce honey. However they become weaker because of growing human industry. As a scientist working at Cybernetics Science Laboratories you were assigned to research on the bee - YOUR BEE. You have many modules at your disposal that can be installed on your research object, such as: rockets, helicopter rotors, firearms etc., but you can't use it until the bee is not skilled enough. Every module you unlock during gameplay has its own, specific behavior. Find the best combination for a level to achieve the GOLD CELL.
There are several worlds - the further your bee goes, the more difficult it becomes:
1. Spring Sprint - do it as fast as you can!
2. Flower Power - collect flower pollen!
3. Hornet Horror - don't let hornets to block your way!
4. Leaf Grief - watch for falling leaves that slow you down!
Finishing level will be rewarded with:
Nothing - no medal-cell award (fail), but if you fit in time (sufficient), it just unlocks next level and gets you +1 Honey-Money.
• Bronze Cell - satisfactory. Additional reward: +5 Honey-Money.
•• Silver Cell - good. Additional reward: +25 Honey-Money.
••• Gold Cell - very good. Additional reward: +100 Honey-Money.
100% of cell-shaped medals in a world will unlock an assigned module you can further install on the bee. Every module can improve your gameplay but it is limited to its resources (e.g. fuel) that you can increase by using Honey-Money.
Every world is cumulative which means it can contain entities (characterized below) that belong to previous one. The aim of the bee is to reach the beehive which is always located on treetop. Remember - bees are workaholics, so your score mainly depends on time (1s = 10 points). Just be effective.
You can meet on your way:
• Bumblebee - neutral, cute and fluffy insect that can make you slower decreasing your final score. Killing it will cost you -10 points.
• Hornet - natural bee enemy that attacks nearly spotted bees. Avoid it, because it can block you for good. Killing it will get you +10 points.
• Flower - a colorful point of life of bees. Collecting it will get you score dependant on petal count: 5 petals = +50 points, 10 petals = +100 points
• Crate - random pickups (fuel, bullets etc.) falling out of dead hornets. You can get it only by killing an enemy, but not every time because of its limited probability.
Teach your bee to live in its natural environment more efficient, preventing it from disappearing from our Earth's surface! Build a cybernetic organism - the CYBER BEE!
KEY FEATURES
✿ 4 worlds * 15 challenging levels (Total = 60)
✿ 16 unlockable modules
✿ Full bee customization
✿ Global leaderboard
✿ Rigid body physics
RELEASES
1.2.1 (2013-06-01)
✓ Customization screen modified
✓ Social screen modified
✓ 2 required permissions removed
✓ Minor bugs fixed
1.2.0 (2013-04-13)
✓ Facebook integrated!
✓ Module descriptions changed
✓ Additional Honey-Money information added
✓ Minor bugs fixed
1.1.0 (2013-04-04)
✓ Scoreloop global scoreboard!
✓ Music loading crash fixed
✓ Font appearance improved
✓ Efficiency increase
✓ ONE-TIME BONUS for loyal players
1.0.1 (2013-03-13)
✓ Android 2.2 crash fix
✓ Vertical view area increased (gameplay improved)
✓ Complexity of 3D flowers decreased
✓ Minor bugs fix
1.0.0 (2013-03-01)
Screenshots & Gameplay video
Gameplay video
The game is very addictive and quite hard (but it's an advantage for me - I'm bored of easy games for now :]). I've got a question: how many modules is it possible to unlock during gameplay?
Modules
Karister said:
The game is very addictive and quite hard (but it's an advantage for me - I'm bored of easy games for now :]). I've got a question: how many modules is it possible to unlock during gameplay?
Click to expand...
Click to collapse
There are 16 modules to unlock + 2 default:
1 wings
1 default bee + 4 bodies
4 rockets
4 helicopter rotors
4 weapons
Non-Italic elements in upper list are the unlockables. You unlock the modules during gameplay - every world unlocks specific module class. The better medal collection you achieve, the more powerful module you will get. You complete the game if you get 100% of GOLD MEDALS which means unlocking ALL AVAILABLE MODULES.
looks nice
i well try it
thx pro :fingers-crossed:
If you're bored of "to easy games" (as Karister said) and looking for something that is original, then our project is definitely aimed to you! What is more, we will expand gameplay to be more challenging in several weeks !
Hey, this looks really interesting, and how about a download link outside the PlayStore?
SacredAce said:
Hey, this looks really interesting, and how about a download link outside the PlayStore?
Click to expand...
Click to collapse
Actually for now this is the only way to download it directly to your device. I think it is not crucial to share it anywhere else (even on our official website)...
Well, it's not available for my country, so no other way to get it.
SacredAce said:
Well, it's not available for my country, so no other way to get it.
Click to expand...
Click to collapse
+1. If it's free share it's apk so everyone can play it.
Serbia
Strange, but I've noticed that on our Developer Account Serbia wasn't checked as a country ready to distribution . I have fixed that mistake and the game will be available for you within 2 hours .
Thanks! Really appreciate the quick response!
RE: CyberBee
Working fine on my Samsung Galaxy S Captivate i897 on JellyBean 4.2.2. First twelve levels and I have only 1 Bronze medal... this will take some getting used to. Thank you :good:
They Drew First Blood said:
Working fine on my Samsung Galaxy S Captivate i897 on JellyBean 4.2.2. First twelve levels and I have only 1 Bronze medal... this will take some getting used to. Thank you :good:
Click to expand...
Click to collapse
The game isn't that easy as screenshots suggest . That's why you need to unlock modules. In contrast to - let's say - Angry Birds and many other games that class, you are obligated to come back to previously visited levels with newly unlocked modules if you want to complete the game by gathering 100% of GOLD CELLS! It is (almost?) impossible to get GOLD CELL using wings only. What is more you have to plan your strategy for the specific level or improperly used modules will become empty due to decreasing resources!
Of course it is possible to finish the game with no medal awards... but your score will be very low, which for future updates won't be "useful"
Maze Software said:
The game isn't that easy as screenshots suggest . That's why you need to unlock modules. In contrast to - let's say - Angry Birds and many other games that class, you are obligated to come back to previously visited levels with newly unlocked modules if you want to complete the game by gathering 100% of GOLD CELLS! It is (almost?) impossible to get GOLD CELL using wings only. What is more you have to plan your strategy for the specific level or improperly used modules will become empty due to decreasing resources!
Of course it is possible to finish the game with no medal awards... but your score will be very low, which for future updates won't be "useful"
Click to expand...
Click to collapse
Pretty hard, but i like it!
We are working for now on several things in upcoming update:
1) there is a very rare MediaPlayer crash to be fixed which results in NullPointerException (thanks to the person who reported it! :highfive.
2) adverts in Level choosing state won't overlap Level Cells anymore.
3) total score to share with your friends on Facebook!
What do you think about 3)? We are considering integration with Scoreloop in further updates too.
looks good
Everyone who had a NullPointerException crash on Music class - it is caused by using MP3 files instead of OGG format for our ambient music!
[TIP for developers] If you want to develop your own application using MediaPlayer class it is better to use OGG files which are paradoxically larger than their MP3 eqivalents but also more stable! This means our upcoming update will cause application size a bit larger.
I love the bee graphic and the gameplay, especially the tool to modify your bee is awesome!
Photon532 said:
I love the bee graphic and the gameplay, especially the tool to modify your bee is awesome!
Click to expand...
Click to collapse
Thanks for recognition . As you can see our style is quite "simplified" and "minimalist" what of course was intended. By the way we used Inkscape (a free and very good vector graphic editor) to do it.

[GAME][4.0+]Knock the Flags 49+ LEVELS PHYSICS BASED 3D GAME

Hi everyone I would like to introduce my first game called Knock The Flags, if you are a fan of Angry Birds or Can Knockdown you will most likely like this game!
The android version is currently out and requires Jellybeans 4.0+. The iOS version will be out soon.
Knock the Flags is a simple physics based game that requires the player to cause flags perched on top of blocks to tumble down and touch the ground. Sounds easy right? Well it’s not! As you progress through KTF’s 50 starting levels you will notice you will be progressively challenged by new and intricate scenarios! And you WON'T have to worry about any silly microtransactions or IAPs!
KTF is all about choice. As you progress further you will unlock new cannon balls and encounter different blocks with their own special traits and attributes. You are given a certain amount of ammo in each level, but how you use that ammo is up to you! Do you want to collapse those blocks with flags by hitting a weak point with the Mega Ball or do you want to try going directly for the double flag knockdown with a well placed hit from the Standard Ball? The choice is yours!
For the ultimate challenge try achieving 3 gold cannon balls on each level! You can achieve 3 gold balls by having 3 or more ammo remaining. Two ammo remaining gives you two gold balls, and 1 ammo remaining gives you one gold ball.
We appreciate all feedback and suggestions! Please report any issues and we will fix it as soon as possible!
Game link: https://play.google.com/store/apps/details?id=com.Sempiternal.KTF_Full
Also if you have time please give us a review on google play!
Like our facebook page at https://www.facebook.com/pages/Sempiternal-Studios/247438805379844?ref=hl
Follow on us twitter and instagram!
https://twitter.com/SempiternalStud
http://instagram.com/sempiternalstudios
Pretty cool app, I downloaded it.
Couple problems I have, 1 isn't that big, 2 is.
1) It's pretty big, 30+mb, not sure if there's a way you can get the app down in size. I'm sure there is.
2)How do you switch the view on the ball. When I fire, I can only see the ball from the top down, and makes the game very hard because I can't even tell where the ball goes. In the video you can see the ball from behind as it hits the structures, mine is from above. This has to be changed, or I need to know what I'm doing wrong because to me it's game breaking.
Xieon1 said:
Pretty cool app, I downloaded it.
Couple problems I have, 1 isn't that big, 2 is.
1) It's pretty big, 30+mb, not sure if there's a way you can get the app down in size. I'm sure there is.
2)How do you switch the view on the ball. When I fire, I can only see the ball from the top down, and makes the game very hard because I can't even tell where the ball goes. In the video you can see the ball from behind as it hits the structures, mine is from above. This has to be changed, or I need to know what I'm doing wrong because to me it's game breaking.
Click to expand...
Click to collapse
Thanks for the feedback!
1. I'm in the process of optimizing assets, code, etc to try and make the size smaller.
2. You can move the ball view around by simply swiping your finger around. I also added pinch to zoom feature on this point of view along with the fly cam.
On a side note if I may ask what device are you using and are you experiencing a glitch that involves the grass texture popping in and out?
Maybe you should change the font color. Make them not so bright.
V1.0.8 has been published, the annoying glitch with the texture pop in for newcomers has been fixed. (I'm so stupid I can't believe it was such a simple fix -.-)
Some people have also complained about not being able to see where the ball is going because by default it shows the ball from a top down view. Since day 1 I have added the ability to look around and see where the ball is going by simply swiping around the screen but apparently people haven't tried this so I made changes to the level 1 ball by adding a helpful hint about it.
Optimisation...
I want to ask you something. What physics engine do you use in your game? I suppose it s Unity3D, but when i was developing my game in Unity3D i cannot create so realistic physics...its pretty good in your game. Various balls create a good imaginatiot, that is not a simple game.
Btw answer me plz in pm...Thanks.
Andrewdevua said:
I want to ask you something. What physics engine do you use in your game? I suppose it s Unity3D, but when i was developing my game in Unity3D i cannot create so realistic physics...its pretty good in your game. Various balls create a good imaginatiot, that is not a simple game.
Btw answer me plz in pm...Thanks.
Click to expand...
Click to collapse
Please check your pm
Sofia ThinkMobiles said:
I think the game has a chance to become successful :good:. For me, not enough good graphics.
Click to expand...
Click to collapse
Thank you for the feedback! What bothers you most about the graphics if I may ask?
Arbiter7 said:
Thank you for the feedback! What bothers you most about the graphics if I may ask?
Click to expand...
Click to collapse
Yes, of course, you can. There is a lack of realism and detail in pictures-elements.
Sofia ThinkMobiles said:
Yes, of course, you can. There is a lack of realism and detail in pictures-elements.
Click to expand...
Click to collapse
pictures-elements?
Hey all, I have been experimenting with a see through feature that basically allows blocks and flags to be visible even with the cannon in the way. I have had a couple people give negative feedback because the cannon gets in the way so I first tried re sizing the cannon which made things look goofy and then I tried various camera angles and that didn't get the result I wanted. I devised a way to keep the cannon the same while at the same time giving clear visibility to targets.
I am thinking of adding in two difficulty's, easy and regular mode. With easy mode you can have targets be visible through the cannon, and with regular mode the see through feature is turned off. My only worry is that people may stick to easy mode, not that I care but it might make the game too easy!
This is what I am talking about:
No see through
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See through
Thoughts? Opinions? If I can get some solid feedback on this issue asap I can get it all worked out by the end of this week.
Nice game. But the size is way too big according to the graphics. Also graphics can be made bttr so as to make game more visually pleasing.
IDSprofile said:
Nice game. But the size is way too big according to the graphics. Also graphics can be made bttr so as to make game more visually pleasing.
Click to expand...
Click to collapse
Thank you for the feedback! When you say size you mean the apk size? I can definitely make graphics better, but what kind of changes do you recommend?
yes, I meant apk size. The menus and all are looking like the games on Nintendo 64. I think the game can be improved in this area!
IDSprofile said:
yes, I meant apk size. The menus and all are looking like the games on Nintendo 64. I think the game can be improved in this area!
Click to expand...
Click to collapse
I will try to reduce apk size, however I don't think it is as bad as other games out there. Nintendo 64 is awesome! Will be experimenting with new menus soon.
V1.0.9 has just been published! I added in difficulty settings "easy", "regular". Easy mode enables the see through feature pictured above, whereas regular mode turns off this feature. I think after a couple levels you probably won't need to be on easy mode since you will get the hang of the physics, but nevertheless it is there for all levels for your convenience.
I also cleaned up some code and reduced file size. Hopefully in the next update I will have 50 more levels and some other goodies.
Arbiter7 said:
V1.0.9 has just been published! I added in difficulty settings "easy", "regular". Easy mode enables the see through feature pictured above, whereas regular mode turns off this feature. I think after a couple levels you probably won't need to be on easy mode since you will get the hang of the physics, but nevertheless it is there for all levels for your convenience.
I also cleaned up some code and reduced file size. Hopefully in the next update I will have 50 more levels and some other goodies.
Click to expand...
Click to collapse
For the easy mode how about just an outline of the blocks/flags, as it looks really odd seeing the blocks layered over the canon, and I was about to say that I had a graphics bug
Playing on a 6.4 inch Z-Ultra.
I did notice a bit of warmth, although it shouldn't be too taxing a game for a quadcore snapdragon 800
blueether said:
For the easy mode how about just an outline of the blocks/flags, as it looks really odd seeing the blocks layered over the canon, and I was about to say that I had a graphics bug
Playing on a 6.4 inch Z-Ultra.
I did notice a bit of warmth, although it shouldn't be too taxing a game for a quadcore snapdragon 800
Click to expand...
Click to collapse
i second the warming issue , i am playing on a samsung galaxy s4 active and things could get like 34 degree according to cpu-z
and i have a small suggestion too , the fly cam shouldnt be rotating like crazy i think the user must control it .
except those i am in addicition to a new game ... good work and keep it up :good::good::good::good::good:
Engine?
I want to develop a similar game. Which engine did u use buddy?
Arbiter7 said:
Hey all, I have been experimenting with a see through feature that basically allows blocks and flags to be visible even with the cannon in the way. I have had a couple people give negative feedback because the cannon gets in the way so I first tried re sizing the cannon which made things look goofy and then I tried various camera angles and that didn't get the result I wanted. I devised a way to keep the cannon the same while at the same time giving clear visibility to targets.
I am thinking of adding in two difficulty's, easy and regular mode. With easy mode you can have targets be visible through the cannon, and with regular mode the see through feature is turned off. My only worry is that people may stick to easy mode, not that I care but it might make the game too easy!
This is what I am talking about:
No see through
View attachment 2852184
See through
View attachment 2852185
Thoughts? Opinions? If I can get some solid feedback on this issue asap I can get it all worked out by the end of this week.
Click to expand...
Click to collapse
Cool game it can be.
About seeing through. At first I though its a in game error. Than I read your post. For me? It will be better when you cannot see the flag. Now its a little difficult to aim for me. I dont know exactly how far is block. U can always aim first beside flag than move cannon right or left and shot. Or. Will be better when camera went a little high or (the best options) when camera will be on the "head" of cannon with some kind of viewfinder. In the end you have to aim higher than block. But ist only my opinion.
And one more. When I shot the ball. I have camera always set downside. It will be better when it will be behind the ball in default.

[GAME][2.3+] Gravity Beats (action/puzzle)

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GET Gravity Beats on Google Play
• FEATURES •
★ Everyplay support. Record replays and share them with the community!
★ Over 30 achievements, each of them is rewarded by Google Play experience
★ More than 20 unique and challenging levels
★ On-going story about Prophet's adventure
★ A Global Leaderboard and individual scoreboard for each level
★ Real gravitation on difficulties normal+
★ Day-Glo unique neon graphic design
★ Dynamic music
★ Lefty support
★ Three levels of difficulties
★ Undiscovered bugs
★ Multiple language support (EN, DE, RU, UA, PH)
"Imagine moving around a standard platforming game with the look and movement mechanic of Asteroids.
That's Gravity Beats, a title that challenges you to pilot a tiny ship around a complicated environment.
The controls are simple, just vector and thrust, but thanks to the variable level design
you'll constantly be discovering new things." ©AndroidPolice
Main post updated with a challenging video.
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Good game
You made really good game.
The music is stuning and fit for gameplay
Thanks for support guys.
navYgor said:
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Click to expand...
Click to collapse
Hmm I see. Game is playable on keyboard, but I wasn't implementing gamepad support yet.
Which one did you try by the way? I will be looking at this in some of the next updates.
Also, we are giving away few promo codes for no-ads unlock,
let me know if you guys are interest in getting one.
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
Heh, thanks for a kind word. But that's okay with ads, that's a limited promotion.
And I see your point. Well long time ago controls were looking like this.
So it was 4 buttons, compared to
Just a button "Stabilizer" and analog stick for moving in directions.
The tricky part here, that peoples are missing that it's actually the analog
and you can control the ship speed by moving it just a bit or further from the center.
Controls became more simple after that update. But if you think game should
have the support for both, I could consider bringing them back, and make a switch in the options.
Though it will take a while as I got rid of them, and the mechanics were remade for the analog support.
We also have promo codes for Golden Ship, if you don't need no-ads unlock.
Golden Ship is a feature that unlocks your cargo hold,
so you can transport 2 data discs at the same time!
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
navYgor said:
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
Click to expand...
Click to collapse
Oh, I see! Hmm, guess I should totally explain it somehow in the tutorial,
as it seems to be not clear at all. Thanks.
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Scianthrope said:
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Click to expand...
Click to collapse
Thanks for the detailed review, appreciate it. Lets see, I didn't have much tests on the lefties part, as support for them came out just recently,
tho I passed the game few times on my 7 and 10" tablets and didn't find any issue, but I believe you played on phone with lower display diagonal?
Do you remember in what level you experienced that issue? Yeah, that was an issue in levels 11, 15 and 18 for right-handed controls. Which was
fixed in the recent beta update 1.056. I can drop you the personal link for it, if you want. It has a lot of changes balancing the levels from 1 to 10
and 16. The whole update from the roadmap isn't finished yet tho it's not yet on the google.
Also the part about "Dynamic Joystick", when you can tap wherever on the screen and analog appear. Well, we tried it, and got rid after tryouts
for the reason of adding huge unplayability if you play on difficulties NORMAL and higher. I'll try to explain what I mean. NORMAL+ has gravity,
so it's a totally different game, basically when analog has a static position - you can tap at the middle of it (between the center and furthest part) and have about 50% of the speed boost,
which is good and easy to get used to. But if analog isn't bound - then no matter where we press -> it appears -> we have no ship speed add -> and we keep falling down due to
the gravitation. Hope I was clear on this part.
Would glad to hear more from you, thanks.
I think it was levels 2 and 4 that I noticed the problem for me first, although I do have a habit of going further than the bounds of the analog stick so that was likely what caused my thumb to obscure the level and I initially set the size to the middle setting. It was less obtrusive when I set to the size to smallest. I started in normal difficulty so I've only played with the gravity active so far.
You're correct about the different diagonal size, I'm mainly playing on a galaxy S5 but I think I've gotten used to the controls a bit more now, less inclined to stray beyond the analog boundary. I tried it on my Nexus 7 and didn't experience the same issue. Using the lowest size setting, it looks like on the Nexus 7, the movement analog takes up roughly 1/3 of the screen height but on the S5 it's a little less than half the screen height so it's taking up more space relatively speaking on the slimmer aspect ratio.
I get what you mean about the dynamic joystick too. The way I meant was that I could touch an area with little or no level obstruction and keep my thumb down on that area to make small adjustments for fine control but I guess a lot of people would "let go" so to speak. You're probably right about leaving the joystick fixed as it would cater to more people than it would hinder.
As for the beta, I'd be more than happy to download it and play around if you'd like some more detailed feedback on it prior to full rollout.
Oh I see so you changed the size of the joystick as well, yeah that's really untested thing.
And I got into extending the boundaries of the level (camera anchor) on the right side of the map,
just because friend of mine tried the game on his 4,5" display and as stick was pretty small,
he extend it to the middle size same as you did. And his thumb was just on top of the ship,
same stuff that you experienced. Should be looking into this issue for the controls for lefties later on for sure.
And maybe even thinking on making "Lefty" checked by default when user just installs the game,
as it's easier in case of switching shields so you still can keep your ship "on fly" and switch them.
There is also a trick to switch them being in the Scouter mode. The hint itself will be in the "hints section" on one of the next releases.
Yeah, Nexus 7 can be called perfect machine for this game, me and the other friend of mine (you can see him playing in the
video on the main post) on Nexus 7 as well. Really decent tab for achieving pretty much best controls response and very
nice productivity as well, FPS always keeps at over 40 with Bloom turned on of course, without Bloom -goes to 80-100,
yet it's hard-capped now at 60. But S5 should be having even better frame rate. You can check the FPS somehow just
by watching at the amount of time passed since level start "35 sec" if the text color green then current FPS is over 50,
yellow 30+ and red if below that.
Alright I just compiled the newest build 1.057 and will be sending it to you in a second.
Thanks a lot.
night020 said:
thank you verrry much
Click to expand...
Click to collapse
Thank you for trying the game.
Gravity Beats【1.060】 .•*¨`*•✿ hot update #2 ✿•*¨`*•.
Another hot update for Gravity beats is here!
【1.060】 .•*¨`*•✿ HOT UPDATE #2 ✿•*¨`*•.
★ Everyplay support. Record replays and share them with the community!
★ Level End screen and restart window were redesigned in Full HD
★ NLab™ news (section where we will be informing about updates and events)
★ Levels from 1 to 10, 14, 16 were solidly rebalanced
★ Doors are opening almost twice faster now
★ Gravity Beats videos playlist added
★ Loading indication added
★ Stabilizer now goes green when above platform, even on HARD
★ Game now will be saying if there is update available
★ New Game Tips added
★ Usual doors now opens wider (2.9F -> 3.3F) and their position were fixed
★ Draggable object extended on the X axis (scouter now more precise on edges)
★ Camera anchors in levels 11, 15, 18 and 21 were fixed (prevents analog to be on top of the ship)
TL;DR
- Levels from 1 to 10 also 14 and 16, was redesigned and simplified compared to v 1.051
- Everyplay support. You can now record replays, watch and share them with the community.
To turn ON replay recording goto OPTIONS and make sure you checked the "REPLAYS" check box,
after you did so, it will prompt you with another window about when to stop the recording
on crash or on the level end. If you choose on crash it will still record till the level
end if you didn't crash. But it's the best options for all those best moments that we always missing.
-In menu you can now find YouTube button that will lead you to the currently featured video,
or if you already started some level than it will lead you to the level you are currently in.
Screenshot on how to use recording:
Your game has nice idea & great sounds. Very nice !
Nice game.
Hey guys. Another update is here; which is bringing on the beginning of the Prophet's adventure!
【1.068】 .•*¨`*•✿ Eilos : The Story mode [Part 1] ✿•*¨`*•.
★ An expansion that brings story mode to the game, as well as refined tutorials
• Meet new heroes and follow the story, to figure out what's going on.
• Levels from 1 to 5 are currently affected
★ Player look is now matches with the game icon
★ Levels switch to balance the difficulty curve (levels involved 5, 6, 7, 9, 10, 11, 12)
★ Shields now are turning ON automatically upon replication
★ 30 FPS cap has been turned ON by default
★ EilosEngine (dialogue engine - actors, sound effects, animations, events)
★ Bugfixes and new bugs!
Thank you so much for all your tips.
They help to bring perfection to this game in the way I didn't see before!
Contact: CLICK
GET GAME!
Smart game!
Interesting game with cool game mechanic!

Detailed Look into the HONOR View20's 3D Technology

Before the 19th century, drawing and painting were how people recorded the beauty of nature and the important moments of their lives. Later, the invention of the camera allowed for the capturing of more detailed and brilliant images with greater speed and ease. Over the past few years, smartphone photography with innate device portability and advanced technology has quickly become many people's favorite way of freezing and remembering the world.
While imaging speed and resolution have significantly improved, it's all been happening on a two-dimensional plane. Now it's time to move to the third dimension. Augmented reality (AR) and holographic projection have spread their wings recently, but it'll be long before they can truly take flight — not until cost and portability issues are improved.
HONOR phone designers believe 3D is the trend of future tech innovation, and that mobile phones are the best platform for it. That is how the HONOR View20 came into being, as a daring exploration into this field.
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HONOR View20 has included a TOF (Time of Flight) 3D sensor in its rear camera system. With the added depth sensing, skeletal tracking, and real-time motion capturing capabilities enabled by this new sensor, HONOR View20 prides itself as a remarkably slim-bodied 3D transformer with functions like 3D Motion-Controlled Gaming, 3D Shaping, and AR Dancing.
1. TOF 3D technology
Before going into TOF 3D, let's take a brief look at 3D structured light technology, another important step in 3D imagery.
3D structured light technology became better known to the general public thanks to its application on the iPhone X, whose True Depth camera uses a dot projector to send out a large number of light dots and then reads the pattern as they reach the target surface, forming a structural diagram.
The operating principle of TOF 3D is different. As the name "time of flight" suggests, it measures the time it takes light to travel from the sensor to the target and return, and then calculates the distance in-between using that time and the speed of light (a constant). So when plenty of light is emitted to reach almost every point on the surface of the target, all dots can be connected to create a 3D image. You can also picture it as a face mask, which changes shape as you apply it and obtains your facial information.
HONOR View20 designers chose TOF 3D over structured light for the following reasons:
The "surface light" transmitted by TOF 3D is highly sustainable over a long distance, so its working range is far greater than the TrueDepth camera.
The TOF 3D sensor supports a higher frame rate and is therefore more powerful in real-time performance. It is ideal for capturing movement in 3D motion-controlled gaming.
TOF 3D consumes less power in the same amount of time.
The sensor's magic is enhanced by the powerful Kirin 980 processor, granting the HONOR View20 a myriad of 3D functions.
2. 3D Motion-Controlled Gaming
Motion gaming offers more fun and immersion, but was not possible without a gaming console. This now changes with the release of the HONOR View20. Simply connect the phone to a large screen using a dock and a cable, then place the phone so its camera can frame you properly to capture your body information, and you're set to go!
While setting it up sounds easy, its R&D was not. To ensure that the character in the game can follow the player's movements accurately, the HONOR View20 developers wrote a skeletal tracking algorithm, which can identify the real-time location of 15 human joints and calculate the length of bones with an accuracy down to the centimeter level. And TOF Camera is also able to get high-precision body contours data. Then HONOR View20 can obtain the spatial position of different parts of your body, and track their movements and gestures in real time. In a Fancy skiing game, for instance, your arm movements, body swings, and jumps will be accurately identified and transferred onto the screen.
In addition, optimizations such as motion smoothing and motion blur/jitter noise removal further enhance the gaming experience.
All the computing is expertly handled by the world's first 7nm AI chipset, Kirin 980, which comes equipped with the HONOR View20.
Two games are currently supported, Fancy Skiing and Fancy Darts, with more coming in the future. We can't wait to see where the future will take us.
3. Magic AR
Magic AR is another way the HONOR View20 brings together the real and virtual worlds. In this application, there is a function called AR dancing, which adopts the same motion detection principle as 3D motion gaming. AR Dance also incorporates, as its name states, AR algorithms supported by the Kirin 980. They can project a virtual character "next to" you and control it to follow your actions.
A Magic AR app has been developed and will soon be available for download. HONOR will release the news once it's officially in the market.
4. 3D Shaping
In addition to skeletal tracking and real-time motion capturing, the TOF 3D sensor's depth sensing capability also supports 3D Shaping. 3D Shaping is a new feature that reshapes your figure while generating no background distortion, owing to the powerful TOF 3D sensor that can accurately separate the subject and the background.
5. AI Calorie Counting
As people become more aware of the importance of healthy living, they're more closely following how many calories they consume a day. However, calorie information is usually available only on food packaging, so how can we obtain the data when we eat freshly made meals?
AI Calorie Counting was developed for this purpose.
Just open the camera, touch the upper left icon and select Identify, point your lens at the food, and you'll see the data displayed on the screen.
There you'll find not only the calorie count per 100g, but also the volume of the plate of dish you're about to eat and the exact calorie it carries. For example, the HONOR View20 can distinguish a large apple from a smaller one and tell you the calorie count of each, without you having to weigh them before the calculation.
Sounds magical, right? It's actually again achieved by the TOF 3D sensor and the Kirin 980 AI processor, as well as the 48MP main sensor. The three respectively obtain the food volume, food type, and the exact shape and appearance, which are then used for calculations.
6. The Future of TOF 3D Technology
The HONOR View20 is just starting to tap into the enormous potential of TOF 3D. More complex, advanced 3D applications will be gradually brought to life on mobile phones, including human body modeling and architecture modeling. As the Kirin 980 has been most credited for its excellent computing power and AI learning capabilities, the prowess of the processor will be one of the most important factors that fuel the coming 3D technologies.
Can I access the TOF data as a developer?
Hi,
Does Honor make the TOF distance data available to me, as a 3rd-party developer? If not, do you think they will?
cheers!

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