Posts Tagged ‘windows phone’

Glow Drop – The people have spoken!

Posted by (twitter: @gamepopper)
Tuesday, December 9th, 2014 2:19 pm

Glow Drop TitleSo first of all, thank you for the huge amount of positive feedback and ratings on Glow Drop so far! I don’t think I have gotten this much rating and appraisal before in a Ludum Dare event! So I’ve been taking in your feedback and lots of people want to see a mobile version, so I am giving into your demands and will release Glow Drop onto Android and Windows Phone 8!

(Sorry iOS users, but I cannot afford to develop and release a game onto the App Store at this time)

However, I think it’s fair in saying that this shouldn’t be a simple release. I feel as though this game could do with a little bit more work to feel more worthy for people to download. So I’ve been taking in some of the feedback from both the Ludum Dare page and so I have a list of things that can be done to polish up the game a bit more:

  • Visual Identifiers – Mostly stuff like how the drops react when they are destroyed or what happens when they start overflowing the screen.
  • More Special White Drops – The current game has three, and there is plenty of opportunity to expand the possibilities of these drops.
  • Improve/Extend Music – I am extremely happy and surprised with the amount of people that liked the soundtrack. I didn’t have much time to properly flesh out the music so I feel I can use some time to either extend it to a longer loop, make it feel less repetitive and/or remix the existing music to a new genre (I was thinking progressive trance but feel free to tell me otherwise).
  • Global Leaderboard – While it’s nice enough to keep a saved highscore, it’s much better to also compare it with people around the world. I’m not sure what’s the best option to implement this for me, but it’s worth looking into. I know GameJolt has a leaderboard system in its API but for mobile it’s gonna be different for each platform unless I try a platform-free tool to handle it.

Are there any other things you can suggest? Let me know, also Play and Rate Glow Drop!

Memtiles Kids

Posted by (twitter: @MichaelAdaixo)
Thursday, October 31st, 2013 6:52 am

Hello Guys!

I finally did it! I released a game!

Going back a little. Last year, I wanted to participate in October Challenge. I had just discovered the goodness of Unity3D and was eager to make a nice little game and market it to the mobile platforms. But, as I started working, classes also started and the game went from and idea to a paper and got left in a drawer.

Some time later ( August this year ), I started to make a whack-a-mole game for my nephews, which they liked ( obviously, because they’re kids, and they love to mess with gadgets :) ). The whack-a-mole game turned out to change its gameplay to a memory game, a tile based memory game. I was working on it, and made a development plan on Trello, so I could really follow it, with deadlines and everything ( which is important to keep the pace going ). So between university, work, and part-time indie development, a month later I had a playable demo and a deadline in mid-september.

After subcontracting friends and unknown guys online, to make me game art and compose music, I had something kinda nice! But i still had to push the release a few weeks, because I couldn’t work all the time I wanted per day.. There were days that I would work 16h or more. After all that, in my daily blog surfing, I came to LD and saw that the October Challenge was up, once more! Good news! I was already in the finishing line, so no excuses this time! Last few weeks, were polishing, fixing bugs, polishing, fixing bugs, play testing, gathering feedback.

Finally I was able to submit the game to Google Play 3 days ago! Yay! And I got 2, $0.99 sales! So technically, I’m good for October Challenge, I’ve made my first dollar. Although I invested more money to be a Android/WP/Apple developer. But now I’m promoting the game so hopefully I’ll get my first positive balance in some weeks. :) I will also be releasing the game for iOS and Windows Phone in the next 3 weeks.

Here’s a trailer of the game. :)

Hope you liked it. I hope you also got to make a game and your first dollar.

Here’s a link to Google Play

Please share it with whoever you know, the more the merrier, its hard to get noticed on Google play. :) Help a indie out ūüėÄ

Cheers! ūüėÄ

2 Thirds October Challenge

Posted by (twitter: @colincapurso)
Tuesday, October 16th, 2012 11:44 pm

2 Thirds October Challenge

At the time of writing this, we are 2/3 of the way through October.

I started developing my game on October 1st and I would say¬†I’m¬†am actually about 2/3 of the way to completing the game.

This is a sort of log of what I went through to get to this stage.

Week 1

Idea

Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

  • More colour
  • More character
  • More particles
  • Adventure Mode

The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

Adventure mode: I’ve yet to implement this as¬†I’ve¬†had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world¬†I’ll¬†make for the game.

Platform

It’s definitely a mobile game. I intend it to be played in short bursts, 5¬†minutes¬†here or there. Options:

  • iOS (iPhone, iPad, iPod Touch)
  • Android (Phones, Tablets)
  • Windows Phone

These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

So I’m developing for Android. That will require me to know Java. Which I don’t know well.

There are a few other options for developing for Android, the 2 I looked at were

  • Phone Gap
  • Unity

I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

Time to get started.

Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

Week 2

Rebuild!

My code was a mess. At this stage in my life as a game developer,¬†I’ve¬†gotten¬†accustomed¬†to re-writing all my code from scratch and that’s exactly what I did.

I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

(function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

Back to the Phone Gap test. It works!

I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

Coded my new view class and test it.

It works!

but…

slowly.

Well.. that sucked.

I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

  • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
  • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
  • Non-full screen clearRects. I only re-drew things on the screen that changed.
  • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
  • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

Well, clearly javascript was just not going to cut it.

Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

Week 3

Hey that’s this week!

I decided to re-write the whole thing over in Java.

I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

  • Game Loop
  • Game Logic
  • Game Rendering

The things that were different were;

  • Game Loop Code. Involves pausing threads and what not.
  • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

I’ve just finished writing much of the code for rendering/drawing.

It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

So that’s where I’m at right now.

Things on my to do list:

  • Particle system
  • Title Screen
  • Score Keeping/Submission
  • Implementing ads for free version
  • Adventure Mode
  • Hats

I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

So yep, this has been my process for making one of the simplest of simple game development over-complicated.

There should be screenshots of the progress.

Oh and the name of my game will be Panda7.

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