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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!
Related
I am interested in people's opinion on my game "Tap Crazy". You don't get enough feedback from the Market on particular issues on particular phones. Let me know what you think. There is a free tutorial only version of the game.
Apparently, as a new user, I can't post any links, so go visit exit4gaming dot com to see screens of the game and a video if you are interested. Not sure on the rules for screens, so, to be safe I won't post them for now.
This isn't a sales pitch. I really am interested in feedback from other developers.
Thanks.
Tap Crazy
A frantic game of tapping insanity.
Pop the balls by tapping them before they reach the top of the screen. But don’t pop your friends as the race to the bottom. As the numbers increase, everyone starts bouncing off of everyone else. It is your job to sort through the ensuing comic mayhem. Five distinct enemy types. Tons of fun! Visit the market today to download Tap Crazy!
Game Features
OpenGL 3D Graphics.
Outstanding ball animation and movement.
Spectacular particle graphics system that fills the screen with destruction.
Four game modes – Tutorial, Normal, Hard, and Insane.
Graphics setting (High, Medium, and Low) for different levels of phones.
Swipe to pause system to pause the game while playing
Automatic pause when getting a call or going to the home screen.
Wave based gameplay. Play a wave whenever you have a minute.
Single save feature keeps progress while maintaining high score integrity.
Scoreloop high scores.
Good Guys
Green Balls – get points for every Green Ball that reaches the bottom. Don’t tap ‘em.
Bad Guys
Red Balls – simple to kill with one tap but plentiful in numbers.
Yellow Balls - Faster and blast through green balls to get to the top.
Armor Balls – Red has put on armor. Break through the armor to get to the meat below.
Purple Balls – On each tap, they divide. Get ‘em quick or look out.
Pink Balls – These magical balls switch places with Green balls when they are tapped.
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FOLLOW THIS LINK FOR A VIDEO
Did anyone get a chance to try this game out? Any comments of opinions?
Thanks
Iam not a game dev, but the game seems fun and I like it I only played it for a little ( about to shower) but Nice game
Sent from my ComBadge
Like the game, like it when the bubbles pop and the fact it has a scoreboard!
I would consider changing the main menu, the graphics aren't great and the Logo is in a different background color then the surrounding stuff. Will play it tomorrow when I've got some more time .
Tested on HTC Desire.
Keep up the good work!
QR Code of the free version of the game:
I understand why the game has most permissions, except why users should grant a game access to read contact data. Can you justify this permission requirement for us?
I was using Scoreloop V1.1 which requires this permission because it lets you find friends from the contacts. I couldn't leave out that permission or SL would crash if someone tried to do it.
I am currently upgrading to SL 2.1 which has thankfully provided a way of disabling its find friends from contacts ability without much trouble, so I will be deleting that permission. Agree, it is stupid for a game to need that.
Regards
Wow really nice game. I'm loving the old school arcade feel.
Can the balls be antialiased more/made shiny? or will that degrade performance?
I noticed the power button does not put the phone in standby when the game is active, is that a feature?
britoso said:
Wow really nice game. I'm loving the old school arcade feel.
Can the balls be antialiased more/made shiny? or will that degrade performance?
I noticed the power button does not put the phone in standby when the game is active, is that a feature?
Click to expand...
Click to collapse
Not sure what you mean by antialiased more. I am not using mip mapped textures if that is what you mean. Made shiny is a possiblity, but, like all things Open GL on Android, it is tough to make that commitment with a game because so many different phones have so many different behaviors.
The ball detail can be made better by switching to "high fx" in the main menu. Basically, in high fx mode, the balls have 4 times the number of triangles. The explosions are super spectacular in that mode. Runs great in that mode on Droid X and Galaxy S level phones or better. Is passable on original Droid at 25-35 FPS.
BTW, for anyone out there playing, there is a trick to displaying FPS (frames per second). In the main menu, hold your finger on the upper left corner of the screen for 10 seconds or more and then release. FPS will appear in the upper left and stay there while you play. It would be nice to know what kinds of FPS different phones get.
On my original Droid, I get between 35-45 while playing at Med Fx and between 25 and 35 at High fx. On a Droid Pro, it runs at over 60 in High Fx. There is also a low fx for anyone with phones that can't hang. No lighting and super low poly balls and explosions.
The app uses wake lock to keep the screen alive. Not sure why your phone doesn't put the phone in standby when you press the power button. Mine does. Probably it is phone dependent on how they implement the wake lock feature. What happens on mine is that I get the screen lock and when I unlock, Tap Crazy comes back up paused.
The game automatically pauses when you press home or get a call or something. When you resume, it should come back up paused. Makes it nice to play a little and not worry about getting interrupted. You can also manually pause by swiping the screen. Game is saved between waves to also allow quick hitting type of play where you can resume the game whenever you have a minute.
Works great on htc Hero on medium setting, high lags a little but that's to be expected. Tested on FroydVillain 1.7.2 (2.2.1) and Tegro 2.4 (2.1 update 1) both on flykernel 12a @576 mhz (and OpenGL 1.1 mod) . One thing i noticed is that i have to tap slightly above the balls to burst them other than that great game, my touch screen is working flawless so maybe it's something with hvga devices or specific to the Hero or the ROMs i use. getting 33 to 60 on medium and 16 to 20 on high.
CSL00 said:
Works great on htc Hero on medium setting, high lags a little but that's to be expected. ... getting 33 to 60 on medium and 16 to 20 on high.
Click to expand...
Click to collapse
Wow, that is much better than I expected on the hero. Good news indeed. Thanks for the feedback!
40-62 FPS on high. (Nexus One)
It does look a lot better on High fx
Works great on my galaxy tab on high gfx. The GPS averaged between 58-63.
Guys,
Thanks for the feedback. I just uploaded a 1.2 version to fix a couple of things, at least one of which came directly from these comments. Your comments help a lot. Please let me know if there are any other issues you have seen.
Here are the release notes:
Removed need for Check Contacts permission.
Upgraded to Scoreloop 2.1
Added connecting popup when launching scores.
Fixed various Start/Resume/End game issues.
Fixed infinite score cheat.
BTW, still looking for FPS on different phones or if you have any particular problems on any phone!
slmclarengt said:
I understand why the game has most permissions, except why users should grant a game access to read contact data. Can you justify this permission requirement for us?
Click to expand...
Click to collapse
Thanks for this point. It is corrected in the new release!
I am using VR 12 ROM, while installing this game thru market it didnt get installed but gave following error -
Installation error
Package file invalid
??
Is this the free or paid version?
Ok my phones info is in my sig, I get 57-60 frame rate throughout the game nothing less on high fx. I did notice this game makes my phone extremely hott. Not even dungeon defenders makes my phone this warm but it doesn't bother me I'm just sharing my thoughts. Plus I'm only clocked at 1ghz at the moment not the 1.5ghz my kernel allows me.
Overall the game is insanely fun and addicting. I love the scoreboard implementation I'm currently 3rd and am planning on buying the full version. Props for the affordable prices. The only negative is the hit detection is a bit off for me and I don't get all the sound fx when popping the purple duplicates. I also have trouble hitting the pink when they are close to green. Seems as if they switch places before touching I could be wrong tho. I think that's all I love the game and am willing to support you if some of these issues can be looked at.
Thanks for another great game on the market. =)
EDIT: I forgot to mention the menu looks of low quality compared to the game, the popups after each level look similar. But this doesn't hinder performance or what I think of the game this is just voicing my opinion.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
elracing21 said:
Ok my phones info is in my sig, I get 57-60 frame rate throughout the game nothing less on high fx. I did notice this game makes my phone extremely hott. Not even dungeon defenders makes my phone this warm but it doesn't bother me I'm just sharing my thoughts. Plus I'm only clocked at 1ghz at the moment not the 1.5ghz my kernel allows me.
Overall the game is insanely fun and addicting. I love the scoreboard implementation I'm currently 3rd and am planning on buying the full version. Props for the affordable prices. The only negative is the hit detection is a bit off for me and I don't get all the sound fx when popping the purple duplicates. I also have trouble hitting the pink when they are close to green. Seems as if they switch places before touching I could be wrong tho. I think that's all I love the game and am willing to support you if some of these issues can be looked at.
Thanks for another great game on the market. =)
EDIT: I forgot to mention the menu looks of low quality compared to the game, the popups after each level look similar. But this doesn't hinder performance or what I think of the game this is just voicing my opinion.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
Click to expand...
Click to collapse
OK, great comments. Thanks.
On hit detection, there might be a small issue with perspective causing the hits to be a little off. I am looking at that. If it is there, it is only minor but I will address in a future release. I don't think you are right about the pink issue. Pink actually wait 50 msec before switching with the green, so the switch is late, not early. This is intentional to mitigate the accidental pink double tap that would kill a green. There is currently no sound on a purple divide, only on a purple kill. If there is a tight group of purple all at the kill stage, sometimes the sounds cancel for some reason. I'll look at that. I tried purple divide sounds - but sometimes it is too much if you know what I mean - same with bouncing sounds which I eventually omitted.
Your the second person to knock my menu LOL. One thing about the menu is that I did reduce the resolution of the underlying graphics by half to cut the apk size substantially (takes out 1.2 Mb). I took screen shots afterwards and there was only a slight difference in the appearance that I didn't judge as that bad, so the reduced apk size won out in the end. Only thing I think looks really bad right now is the paused sign. But, I am probably very wrong on screens with super high resolutions like tablets. I hate these kind of tradeoffs, but it is a phone app. I may play with animating the menu a little to try to distract you from the low resolution
Let me know if you are reacting to the resolution or to the artistic quality. I think the later, which is all good, but I just wanted to make sure I got you right.
Thanks for the comments and the support. I think you will be happy if you get the full version. The full version has three new modes of 30 waves each with each wave having different mixtures of balls that makes them play uniquely - personally, I find the yellow and armored wave to be a particularly hard combo. Wave 8 is all yellow, which is a spectacular amount of destruction.
Each difficulty has its own saved game, so you can switch back and forth between difficulties without losing your progress in another.
Thanks again and yes I will try to address all that I can. Keeping notes.
Charlie
seedload said:
OK, great comments. Thanks.
On hit detection, there might be a small issue with perspective causing the hits to be a little off. I am looking at that. If it is there, it is only minor but I will address in a future release. I don't think you are right about the pink issue. Pink actually wait 50 msec before switching with the green, so the switch is late, not early. This is intentional to mitigate the accidental pink double tap that would kill a green. There is currently no sound on a purple divide, only on a purple kill. If there is a tight group of purple all at the kill stage, sometimes the sounds cancel for some reason. I'll look at that. I tried purple divide sounds - but sometimes it is too much if you know what I mean - same with bouncing sounds which I eventually omitted.
Your the second person to knock my menu LOL. One thing about the menu is that I did reduce the resolution of the underlying graphics by half to cut the apk size substantially (takes out 1.2 Mb). I took screen shots afterwards and there was only a slight difference in the appearance that I didn't judge as that bad, so the reduced apk size won out in the end. Only thing I think looks really bad right now is the paused sign. But, I am probably very wrong on screens with super high resolutions like tablets. I hate these kind of tradeoffs, but it is a phone app. I may play with animating the menu a little to try to distract you from the low resolution
Let me know if you are reacting to the resolution or to the artistic quality. I think the later, which is all good, but I just wanted to make sure I got you right.
Thanks for the comments and the support. I think you will be happy if you get the full version. The full version has three new modes of 30 waves each with each wave having different mixtures of balls that makes them play uniquely - personally, I find the yellow and armored wave to be a particularly hard combo. Wave 8 is all yellow, which is a spectacular amount of destruction.
Each difficulty has its own saved game, so you can switch back and forth between difficulties without losing your progress in another.
Thanks again and yes I will try to address all that I can. Keeping notes.
Charlie
Click to expand...
Click to collapse
Yes hit detection is there but it IS very minor as you mentioned. The thing is when things are hectic and I miss I have to follow that missed until I get it. Maybe its an OCD thing but I get crazy lol thanks tho for acknowledging.
I went back to observe the pink/green trading places and your right its slightly delayed to avoid killing green. Thanks for stating that and sorry but I was wrong.
The missing sound sometimes throw me off when it gets a tad bit hectic lol. I always know when I popped one when the sound is there. Maybe you can hinder the sound of red since they are the easiest and almost always make the purple, pink, armored have sound? Idk if that will even work or if its just me but when I don't get the sound I tend to tap the same place 2x just incase I don't see it under my finger (I got big thumbs).
When it comes to the menu it could be the resolution that throws it off lol. I didn't mean to be harsh about it =P it does look like the pictures and designs looked good when they were small and you just blew up the size so I'm guessing its the resolution and not the artistic design.
When it comes to artistic design idc much about that stuff. Others might but I dont, maybe its just all the different colors with the low-res text throws the design all off so If anything you can email me some screenies after you mess with them and I can give you my honest opinion.
Maybe play with both a little and post screenshots and let us vote between what looks best? Would be pretty cool getting your supporters involved in that.
Well sir considering you actually took your time to respond to all of my comments I have purchased the full game, its a great game and its off to a great start. I'm going to try to be number one in the scoreboard =P I'm jayvee21 on there if anyone wants to add me go right ahead.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
Wow everyone. Hit location is off by a whopping 90 percent!
Its not that bad because you have two radii to hit a bad guy and because, since it is off by a percentage rather than a fixed distance, it is worse towards the edges than the center. Top of the screen hit registers high. Bottom, registers low. It is a bug in translation from screen to world coordinates. I will fix in next release. Day or two. Also will include tiny miss graphic to show location of misses.
I also have a couple little start/resune bugs to correct, like dying wave1 is a bad thing.
Thabks. Comments are helping a great deal,
The most complete Four in a Row game of the Play Store with over 400 puzzles and skill-based matchmaking. Get it on Google Play
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Latest update: Version 4.5 New Premium features! Celebrating ONE MILLION downloads!!
Having achieved over a million installs the most feature-packed Four in a Row of the Store receives reworked graphics for both mobile phones and tablets.
New Premium features Unlock the Pop-Out game variation where you can either add new discs as usual or remove one from the bottom. A new challenge, available in custom match (VS AI or VS local player) and the new Pop-Out riddle set. Premium will of course remove ads and unlock an additional set of pro riddles. (v4.5)
Enhanced look & feel with reworked boards with 3D effect, floor and board stand, sleeker UI. (v 4.4)
More user friendly thanks to Android design guidelines, integrating the Action Bar as well as a View Pager to browse the riddles. Options have been simplified and reorganized.
More content, with new riddles, now more than 400! As usual, carefully designed to challenge, entertain and teach the techniques at once.
Keeping its unique fast, no sign-up needed, online multiplayer with skill based matchmaking, timer and world ranking. (v.4.3)
Thanks to the XDA community to help making this game the best of its genre. Also thank you for the warm welcome to the sibling project Lines & Puzzles (non-gravitational connect three, four and five)
Best regards,
Alberto
Download link:
The new Pop-Out Premium variation, note you can remove discs from the bottom row!
Multiwindow compatibility for Galaxy Note devices!
Nice implementation of 4 in a row. The computer is also not too easy which is the case in most implementation.
A real keeper for me to kill some time with
There is one minor feedback I can give you, that is that when someone does win the game the highlights around the edge doesn't match with the rest of the look. The game does look very good for a four in a row, but the green circles look a bit cheap compared with the overall look.
Thank you. I've installed and replaced my original. Left a 5 star review on Market.
Thanks for the feedback!
@Tricky-Design , you're right, I have to work on that. Some of the UI elements are from previous versions with no skins (well, the solid blue one called Plastic now), so the green was intended to match the blue, not metal or wood. Maybe a translucent yellow ring will fit better, we'll see ^^
@nobnut, so that's yours, thanks so much for the rating!
mocelet2000 said:
Thanks for the feedback!
@Tricky-Design , you're right, I have to work on that. Some of the UI elements are from previous versions with no skins (well, the solid blue one called Plastic now), so the green was intended to match the blue, not metal or wood. Maybe a translucent yellow ring will fit better, we'll see ^^
Click to expand...
Click to collapse
I'm curious what you gonna do.
I've rated it too with 5 stars and some nice words in the comment
Thanks for the review @Tricky-Design ! ^^ I hope you (and everyone else) like the new update 2.9, it has a couple of surprises
Ok, I can't wait to tell them, hahaha, there's a new front screen. I hated the old 50 KB bitmap, it looked great in mobile phones, but not in tablets. It's gone, and since I didn't know what to do with those spare 50 KB, I've just added a new skin, probably influenced by the VERY HOT day we are having in Madrid today.
Since the new front screen is made from scratch, please tell me if there's any issue with your device / screen resolution / orientation / whatever to fix it as soon as possible. Thanks!
Update, a picture of the new front screen:
Stop. Its portal time. *dah dah dah da* Ok so bad rendition of hammer time.
Ok I will stop.
@TheRomMistress, right, haha, it wasn't too late for a Spaniard anyway
I wonder if there's any issue with the new front screen introduced yesterday in version 2.9. If anyone here can test that with an entry-level Android phone with small screen, I'd be grateful.
Version 2.9.1 in the Market. Thanks to being featured in XDA Portal, I've received quite a lot of feedback
This update tries to address the feedback I've received about quitters when a online match is in progress.
To be honest I've not played with any quitter yet, maybe once or twice in a month. But now the handling for these cases is better both in client and server:
- Client side will show a notice to potential quitters if the abandon is not considered legitimate.
- Game server will start penalizing quitters by lowering their chances to find new players (someone suggested me to match them to other quitters, that would be interesting too xD).
In case the abandon (pressing BACK during online gameplay) is at the very beginning of the match or if the remote player is taking too long to move, no notice is shown and no penalization applied.
Release 3.0 is out, and to celebrate its success there is a brand new and unique section that you won't find in any other Four in a Row game:
Riddles! Enjoy and learn with +200 carefully designed riddles for solo play that will tease your brain and game variations like "DON'T connect four" or "Fill the board", where alternative winning rules apply for an added fun.
Some riddles won't take you more than few seconds ("Ultimate move" section), others are pretty challenging as you have to chain more and more perfect moves to solve it.
Hope you enjoy all the new features of the most feature-packed Four in a Row ever. Please note that riddles are for play solo, but game variations allow ALL the options of "classic" modes, that is, either 1 or 2 players, custom AI level, custom board size and custom skins. Never get bored with Four in a Row again and have fun with friends with those challenging game variations.
As always, feedback is welcome, and ratings/comments in the Market highly appreciated.
Enjoy, and good luck solving the riddles! First one to solve them all please tell to design more
Damn, I'm addicted. Thank you sir.
Sent from my Desire HD using XDA Premium App
Paradoxxx said:
Damn, I'm addicted. Thank you sir.
Click to expand...
Click to collapse
Haha, pleasure More challenging riddles are coming during summer to keep the addiction
As promised, there is a new free set of 39 riddles of varying difficulty. So there are 234 riddles right now.
Moreover, to avoid browsing through boring lists of riddles, there is a new visual riddle selector featuring a grid layout and the miniature of the starting board setup for each riddle. Now tablet users don't need to scroll to choose the riddle to solve, they all fit in one screen (at least in a 10" tablet, 7" may require scroll).
Hope you like the new riddles and UI enhancements, any feedback is welcome, especially for future riddle sets.
Edit: New version 3.2 features the new Honeycomb's Holographic theme, so it's the first four in a row game with 100% native tablet interface, screenshot follows:
There's been a few updates to the game till my last post, more specifically:
- Graphics enhancements for all the skins, subtle striped black background and last column played indicator with better contrast.
- New animated front screen with simulated gameplay
- Support for e-ink and grayscale devices like the Nook Touch (thanks to XDA members in this thread for the feedback)
Recommended preferences (Menu -> Options) for e-ink devices:
- Choose the new "Naughts and crosses" skin
- Disable animations
- Check "solid black background" box in case the new gray stripes look bad
Thanks for the feedback! Now it's close to the 50.000 downloads
Back with new features!
So long since my last update There are quite a few new features in the 3.5 version just released to the Play Store.
Statistics for all 1 player modes (games count, best time, etc.)
Enhanced artificial intelligence (not playing same moves always if you play the same)
Beta-test the NEW online (yes! a new online made from scratch, featuring autoreconnect, filtering matchmaking by favorites players and statistics).
Minor enhancements and bugfixes
Hope you like the new features!.
Now with skill based matchmaking
Online service now supports skill based matchmaking by maintining an internal ELO ranking. Connected players with similar skill levels are given preference when offering games in the quickmatch section, so games are more interesting for both players.
New version 3.7 of the app in the Play Store displays the skill level, although the server is already calculating the skills internally for any online user.
Thanks for playing and rating in the Store
FYI: There are players all over the day in the online, however the peak hours, that is, with more online players, are about 14:00 GMT and 22:30 GMT.
Version 3.8 released with a new set of 39 riddles, "Widen Horizons", played in extra-wide boards. There's also a colorblind safe board theme that avoids red and green colors, bugfixes and compatibility with MyBackup Pro to ease switching to a new device without losing the game progress.
Version 4.0 - Complete UI overhaul & new riddles!
Celebrating half a million downloads with the brand new 4.0 version featuring a complete user interface redesign. Please refer to the (rewritten) first post of this thread for updates and screenshots of the new sleeker user interface. Thanks!!
If the game was worth it because in the previous version, now forget it, I love it! Great job!
Re: [GAME] [1.6+/3.0+] Four in a Row HD 4.0 - Complete UI overhaul, new riddles
New version 4.2 featuring game clock and clear information for quitters (and players having to deal with them of course).
Skill score now includes one decimal to better track the progress.
Approaching a million downloads!
BTW A new online server has been deployed, so expect more features in the short term.
An original idea featuring a back and forth tug of war between two factions. Upgrade your plane by landing on the carrier, kill drones to earn money, take your enemies down!
Find out more about us at www.brewengine.com
Use this QR code or click here:
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Changelog:
2.2.2 (23) - Mar 6, 2012
Fixed crash on pre Android 2.3 devices.
2.2.1 (22) - Mar 6, 2012
Multiplayer related fixes.
2.2 (21) - Mar 1, 2012
Fixed an error that occurred when using Paypal.
UI improvements.
Enabled moving application to SD card.
2.1.1 (20) - Feb 24, 2012
Bug/crash fixes.
2.1 (19) - Feb 9, 2012
Facebook sharing integration to get more coins!
Increased speed of B-17.
Bug fixes.
2.0.2 (N/A) - Feb 3, 2012 - Server only update
2.0.1 (18) - Feb 3, 2012
3D planes and terrain!
Fixed several crashes (thanks for your reports).
Added 3 new planes to play!
Fixed crash occurring when there is no data connection.
2.0 (17) - Feb 3, 2012
3D planes and terrain!
Fixed several crashes (thanks for your reports).
Added 3 new planes to play!
1.2.3 (16) -1/24-
Added social features.
Adding BILLING permission for some exciting new features coming soon!
1.2.2 (15)
Fixed out of memory crash when launching game on lower end devices.
Added DONATE button.
In practice matches, reduced difficulty for new players. Blast away!
1.2.1 (14)
New version upgrade reminder (for all the non-Market pirates out there, yarr!).
Multiplayer positioning fixes.
Fixed crash when using tilt control.
1.2
No ads as a limited time promotion!
Performance optimizations.
Added list of player kills.
Added off-screen indicators for when units are outside viewable area. SWEET!
Join a multiplayer game directly from single player!
Increased readability for tutorial tips and other notifications.
Touch notifications to remove them.
Fixed OpenFeint Player Kill leaderboard.
1.1 - 11/5/2011
Memory management improvements.
Improved game loading time.
Added loading screens while loading assets.
Added red overlay indicator of when a unit is hit (taking damage).
Fixed delay when entering store.
OpenFeint achievement fixes, new leaderboard for Practice Match difficulty.
Added ‘multiplayer game available’ notification.
1.0 -10/12-
OpenFeint Integration
More explosions!
Fixes for multiplayer jerkiness.
0.6.7 -9/22-
Fix chase camera.
0.6.6 -9/21-
Credits, showing our love
Check out our kickstarter.com page!
Several multiplayer fixes for smoother game play!
0.6.5 -9/16-
Adding multiple control schemes
Keeping the screen on
0.6.4 -9/14-
Fixed a crash on devices running Android versions older than 2.2.
v0.6.3 -9/13-
Drones have less health and are ready to fight faster.
Various improvements to tips and menus.
Multiplayer health issue fixed.
Changed onslaught game-type to survival.
v.0.6.2 -9/7- [Market Beta Release]
Earlier enemy engagement.
Helpful arrows show you where to go for upgrades and repairs.
AI improvements to reduce “random victory.”
Implemented explosion effect.
Click to expand...
Click to collapse
Downloaded and using.
downloading now, sounds fun
update: Controls didn't mention it was using a "one finger hold, one finger tap" to change speeds.
Also, the game doesn't pause when you leave the game or close the phone.
Sent from my PG86100 using Tapatalk
sailow said:
update: Controls didn't mention it was using a "one finger hold, one finger tap" to change speeds.
Also, the game doesn't pause when you leave the game or close the phone.
Sent from my PG86100 using Tapatalk
Click to expand...
Click to collapse
Great feedback! Thanks!
Maybe I was terrible at this game, but I played for a couple minutes on the level and I didn't seem to be making any progress. Do you ever get a better gun?
Pretty fun though, nice graphics. Is this a 3d engine?
This is really great though it's really hard because it's like you're not doing any damage at all to the enemies. Maybe try adding some bigger missiles?
Also a different controller would do good too because the enemies are being blocked by the fingers.
But I must say this really has potential, no problem with the stability of the game. Great job!
Looks cool. Old concept in new dimension! Downloading
Bygones said:
Maybe I was terrible at this game, but I played for a couple minutes on the level and I didn't seem to be making any progress. Do you ever get a better gun?
Pretty fun though, nice graphics. Is this a 3d engine?
Click to expand...
Click to collapse
libGDX supports 3D, but we aren't utilizing any of its 3D features. By using different sprites and scaling, we are giving the effect of rotating the plane and changing altitude, but they're all 2D sprites.
iynfynity said:
This is really great though it's really hard because it's like you're not doing any damage at all to the enemies. Maybe try adding some bigger missiles?
Also a different controller would do good too because the enemies are being blocked by the fingers.
But I must say this really has potential, no problem with the stability of the game. Great job!
Click to expand...
Click to collapse
A different controller option is a good idea. Did you try zooming out in the settings? That might help.
As far as bigger gun/missiles did you guys see the upgrades, ie fire rate, damage, and range?
Thanks for the awesome feedback!
I just played another "Quick Match" I didn't see any upgrades, and it took a good while of me tailing another plane shooting it forever to blow one up.
One thing, it randomly said Victory!, but I was still able to fly around, and there were still small planes and big ships, I eventually died. What was I suppose to do? It seemed I killed all the big planes, but I wasn't sure of the objective.
Overall, I like the feel of the game, but feel my personal plane isn't contributing to the fight much at all, unless I'm missing how to get upgrades, I didn't see any of those.
Bygones said:
I just played another "Quick Match" I didn't see any upgrades, and it took a good while of me tailing another plane shooting it forever to blow one up.
One thing, it randomly said Victory!, but I was still able to fly around, and there were still small planes and big ships, I eventually died. What was I suppose to do? It seemed I killed all the big planes, but I wasn't sure of the objective.
Overall, I like the feel of the game, but feel my personal plane isn't contributing to the fight much at all, unless I'm missing how to get upgrades, I didn't see any of those.
Click to expand...
Click to collapse
I like this feedback! We definitely want the place to upgrade(landing on the carrier) to be more straight forward. Right now the objective of the game is to kill the big planes. Your team must have killed them for you, something we will make less likely to occur. Also, seeing the big planes first makes you want to kill them first (we think), so instead we'll make it so the first thing you see is the little planes. We'll also make the little planes die easier when on easy setting and just starting out. Hopefully when you buy upgrades, you'll feel like you're contributing to the game.
We made some updates on the market in response to the feedback here. More feedback would be helpful.
Thanks!
nice~~ill try it
nice games, I love this
Wow this game is great, only thing would be to add some depth, idk how though.
Xencer said:
Wow this game is great, only thing would be to add some depth, idk how though.
Click to expand...
Click to collapse
We've been saying "more depth" as well. It will be a hard juggle with adding depth but keeping complexity out of the mobile phone space. If anyone has any ideas we'd love to hear them! In the mean time keep an eye out for changes, we have some ideas of our own.
Also, the multiplayer game is a lot of fun if you can sync up with a partner.
yishengfuzhu said:
nice~~ill try it
Click to expand...
Click to collapse
ifn_ace said:
nice games, I love this
Click to expand...
Click to collapse
Thanks guys! Did you try multiplayer?
iv4iv4 said:
We've been saying "more depth" as well. It will be a hard juggle with adding depth but keeping complexity out of the mobile phone space. If anyone has any ideas we'd love to hear them! In the mean time keep an eye out for changes, we have some ideas of our own.
Also, the multiplayer game is a lot of fun if you can sync up with a partner.
Click to expand...
Click to collapse
These are just ideas, but depending on how realistic you are trying to make things, you could do level based and every few levels have a big boss fight(big ships, big aircraft, blimps, submarines, etc). Or you could do wave mode, or survival mode. These options don't add much more complexity into the game then is already there, just change the objective.
Market won't let me install it on my SGS, why?
Magnumutz said:
Market won't let me install it on my SGS, why?
Click to expand...
Click to collapse
I'm not sure but I've read that these types of errors are outside of the control of the developers. The SGS has run it before. Do you get any kind of error message? Perhaps you don't have enough space available? The game currently takes up 12MB of space. We'll try to reduce that amount later. Another possibility is that the download started, then lost connection, and now you have to remove the application in the settings.
Hope that helps!
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.
Hello everybody. It's been a long time since I registered here.
I created a game more than 4 years ago that was terrible, but it helped me to get a job, so at the end it was a good deal.
Now I am back with a new personal project that I am doing in my spare time. I started it in 2016 aiming to finish it in few months... Last Sunday I uploaded it to the store, but it is far away from being finished.
It is a turret/tower (I say turret because of Starcraft maps) defense game, where you can place the turrets in the map making a path for the enemies. I haven't seen many of them on the store, thats why I wanted to create one.
My first attempt was to work with a workmate who would do the 3D, but it didn't work.
Then I thought I could learn some blender and do it myself, but I finally asume that I didn't have the time for everything.
I though about buying some assets in the Unity Store, but I wanted original and personal graphics.
So finally I decided to do my models... With Unity primitives. Every enemy and every tower of the game are made from scaled cubes. And I am not totally discontent with the result. The batching is pretty good and I was able to use realtime shadows, that improved the look a lot. The bad thing about this is that there are many GameObjects in the scene and can affect the performance, something that would be fixed with a single mesh.
I also wanted control about the pathfinding. I did it myself and I think it is fast and works correctly. I gave the enemies an small chance to choose the wrong way and some friends have reported me that it looks like there has been a bug in the AI of the enemy. I might have to think about that. If you could give me some feedback It would be very helpful.
Something I have to change for sure is the UI. I think I can tell when something is beautiful or ugly, but I don't have the ability to make anything beauty. So my UI is ugly. I just kept working on that base and style because I wanted to finish the game some day, and I didn't want to get stuck on that.
The game is in an early stage. It needs more towers, more enemies, more levels and more achievements. I also have to integrate analytics, google play game services and meybe another video provider.
It is monetized with videos. I think I am not being agressive at all. There are three ways to see videos and all of them are voluntary.
-Energy (Energicubes): The player gets 1 energy to play a game every hour at a maximum of three. Play a level costs one energy, but everytime you complete a level for the first time, you get your energy back. So in theory you could play non stop as long as you win. If you run out of energy you can watch an Ad and get 3 energys. The game starts with 5 energicubes.
-Technocubes: Thats the coin used to unlock new turrets or evolution of turrets. You get 1 for completing a level for the first time. 1 completing a level without loosing lives for the first time. And one everytime you complete a level and decide to watch an Ad. So again it is voluntary.
-Perks: There are consumable persk that the player can use to complete a level in case he gets stuck. A perk could be a big wave that damages all the enemies or extra money to build turrets. There is a chance of getting free perks when you finish a level and also you can get a random perk every few minutes watching an Ad. The perks are there to help people who can't pass a level, but they won't get the maximum of three stars if they use a perk in the level. So in some way I think it is not an Ad to win game.
What do you think?
This week I want to work in:
-Include analytics with firebase.
-Add google play game services.
-Add 3 more levels (there are only 19 and I want to have at least 200 before I can consider this game complete).
-Add some achievements, at least 5 more.
-Close the game and navigate the menus with Android back button.
For future updates the game needs:
-A menu with all the enemies that the player has discovered, with all the stats and info.
-More enemies with unique mecanics.
-More turrets. I have in mind a support turret that increases the damage of near turrets, an electric turret that makes damage all around, a gold generator turret... More ideas you could give me would be appreciated
-Something different in the UI.
-Music.
I made two gifs so you can see the game without having to download it:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Finally the game is available to download in: https://play.google.com/store/apps/details?id=com.VeryFatHamster.TD
My device is a Huawei Mate 8, screen 1080x1920. If someone with a phone with notch tries it, it would help me to know if everything is ok.
Thank you very much and I will try to keep this thread updated
no problem with notched phone. Honor 10 here....
cacingbesar said:
no problem with notched phone. Honor 10 here....
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Click to collapse
Thank you very much
I just woke up with an email from google removing my game from the store for not incluing a privacy polize, due I collect the Advertising Id for them (I use Admob)
I will try to upload it again this afternoon with al the requirements completed
some english translation gets me confuse......
cacingbesar said:
some english translation gets me confuse......
Click to expand...
Click to collapse
Could you put an example? I translate it myself and it is very probably that there are many mistakes.
Also, should I change the word perk for skill or something like that?
Thank you very much
veryFATHAMSTER said:
Could you put an example? I translate it myself and it is very probably that there are many mistakes.
Also, should I change the word perk for skill or something like that?
Thank you very much
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The first time I play, I got confused by the term "ubication". I think you should just call it tile.
The game is quite fun.
cacingbesar said:
The first time I play, I got confused by the term "ubication". I think you should just call it tile.
The game is quite fun.
Click to expand...
Click to collapse
Thank you very much. I have been updating the game and changed that word for tile. I think it is more clear now
I have also changed perks for spells, I hope more people will notice what they are.
I have added more levels, achievements and I have tried to improve a little de UI. For example, the x2 speed button looked awful. I changed it for an slider and I think its much better.
Now, when you change the speed x2 or x1 it is easier to know what is the current speed. Also changed the turrets and spells buttons in the ingame menu. Now they are more like tabs.
The game currently has 25 levels. I aiming to make more than 100, but with 25 I feel confident to try to get some users. That's the hardest part :silly:
veryFATHAMSTER said:
The game currently has 25 levels. I aiming to make more than 100, but with 25 I feel confident to try to get some users. That's the hardest part :silly:
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Click to collapse
And I see that you made an exit button, nice..... On previous version, I could only exit by pressing home button.
Keep polishing, no need to hurry, take it easy...... good luck.
Hi! I am back after two new updates. The version 0.75 is out with big changes.
Two new turrets, a gold miner and a support turret. There is also a popup with information about the defeated enemies. Some ui improvements and local push notifications. I made the notifications to be quiet. Some times it is anoying when a game send you many notifications, so I tried this to see if I improve the retention and dont make the users to remove the game becaouse of them.
I included until level 33. Some new enemies and more achievements to unlock.
I am quite happy with the progress. I am taking your advice and not hurrying, cacingbesar. Step by step the game is taking form.
Now I need more levels and create videos and trailers to show the game and to update the game page in google play.
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
h4rd said:
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
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Click to collapse
Thank you very much! What I have in mind for the levels to come is making them longer.
The first levels I wanted to give the player time to collect technocubes to buy turret evolutions. Then, with longer levels the player will face stronger enemies and evolve the turrets during the level will make sense.
The evolutions are not worth at the beggining in the damage/cost ratio, but because they scale faster with the tower level, with towers at level 10 and so on it is worthy to evolve a turret instead of building a new one.
This is what I have planned for the future levels
This is similar to the new turret. It increased the damage of nerly turrets by 20%. It is expensive but surrounded by strong towers it can be very effective.