Posts Tagged ‘MiniLD49’

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? 😀

ArkBurst, our miniLD entry from Derail’d and Dobuki Studios

Posted by (twitter: @jacklehamster)
Tuesday, February 25th, 2014 2:18 am

Please check out ArkBurst, a collaborative project between my studio Dobuki and Derail’d studio for miniLD #49 jam. I worked on the code and they did the art, level design and music (Ryuno is the composer). It’s a brick breaker and the player is the ball!

http://www.ludumdare.com/compo/minild-49/?action=preview&uid=20841

Gotta say, my projects look a lot more polished when I don’t draw the art myself ;-P

Space, Here I Come!

Posted by (twitter: @GarrickWinter)
Friday, February 21st, 2014 8:05 pm

So yes, I am participating in this month’s Mini Ludum Dare! And I’m quite excited, if I may say so.

My game, which I’m tentatively calling Space Prober, is a game about a space probe slingshotting itself between stars and planets. You are trying to explore as many planets as you can while keeping your battery levels up by slingshotting close to active stars.

It will be a fairly simple game, all things considered, and I am planning on porting it to Android if I have the time to do so. It will be built in Unity, so I should be able to publish it for browsers as well as Windows.

I will try to post a screenshot tonight, but I already have the core slingshotting mechanic working! Yay!

Good luck everyone!

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