Posts Tagged ‘android game’

My MiniLD #49 Game – Now on the Google Play Store!

Posted by (twitter: @GarrickWinter)
Sunday, March 9th, 2014 3:22 pm

Star Prober on my Nexus 7

So during last month’s Mini Ludum Dare, I created a one-button game called Star Prober. It was a simple little game, but I rather liked it and so did several of the people I showed it to, so I decided to go all the way and figure out how to turn a tiny little game into a commercial release! You can now download Star Prober on the Google Play Store (I think? Conflicting reports from friends as to whether it’s actually available). It’s free, with a small handful of IAPs thrown in for kicks.

The gameplay itself is identical, though I touched up the graphics a bit and expanded on the interface. Most of the changes went into expanding on the GUI and fitting it to Android devices, and setting up an IAP system for a few small gameplay bonuses. I didn’t actually change the gameplay balance to accommodate the IAP scheme – the game is perfectly playable without them.  Instead, they basically just make the game easier, if that’s something you’re interested in.

I spent a lot of time struggling with the whole in-app purchasing thing. I used the OpenIAB plugin for Unity, which has a few issues – it’s hard to figure out when OpenIAB is ready to start performing billing and inventory operations, and the event-driven structure means that there are delays involved in getting feedback from it, so you need to use round-about ways to get information at the right time relative to the rest of your code. Since it’s fairly new, the documentation isn’t yet completely clear, though that’s something that the developers seem to be working to fix. Took me about a day and a half to get running properly, a more experienced developer will be able to figure it out sooner.

The game was tested on Nexus 4, 7 and 10 devices, and has screenshots uploaded for each of those screen sizes, but I still get the “Designed For Phones” tag, and I don’t know why, so that’s something I need to figure out. Sometimes there are also stuttering issues, which I still want to get to the bottom of, though they don’t appear to impact gameplay all that much.

Overall though, I’m happy that the game works and is out there. I decided to release it mostly as an experiment and as a learning exercise – how do you make Android games ready for release? How do you actually build an IAP scheme into a game? How do you Beta test and publish using the Google Play Store? I feel I’ve learned a good deal with regards to all these questions, and that’s really what I set out to do, so I’m happy with that.

I hope Star Prober brings you at least a few minutes of entertainment!  Once I’ve waited a bit to see if there are any outstanding issues for other users, it’s off to the next game. Maybe MiniLD #50? 😀

Two days left

Posted by (twitter: @juaxix)
Monday, October 29th, 2012 6:20 am

This is the current progress, only 3 levels now.

 

I have already submitted the app to Appstore, I ‘m preparing the new version with the issues from my three beta-test teams (iOS, Android, BB)

Android version working in 10.1″ tablet

Posted by (twitter: @juaxix)
Friday, October 19th, 2012 4:47 am

The video as usual:

New features:

  • New HUD
  • New SFX
  • New enemy <skeletal ice mage>
  • New chest type (tomb) with mechanism

The game is being beta-tested in iOS with testflightapp and Android (recruiting still in process)

Screenshot from Android

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