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1  Game Development / Game Play & Game Design / Re: Unlocking features of a game on: 2014-10-23 07:18:26
For every N regular levels you unlock 1 time trail.

That's what I was planning, but that means that if I want the user to "discover" new things in the normal levels as they progress, any time-trial level unlocked can't contain any game-play mechanics not yet found in normal play.

2  Game Development / Game Play & Game Design / Unlocking features of a game on: 2014-10-23 06:47:40
I've made a game where as the player completes a level the next one is unlocked (like most games), and I use this to ease the player into the increasing difficulty of the game.
For example new obstacles and/or objectives are introduced incrementally meaning in the beginning the game is very basic (get from A to B) and towards the end there are game mechanics such as collecting items and unlocking doors. This all works reasonably well.

Now I want to extend the game with four new levels that aren't part of the "normal" sequence of levels, they're time-trial levels that you're supposed to play not to unlock the next one but to try to improve on your previous time.
I don't want these levels to be exclusive to players that have finished the normal levels, but at the same time I'm worried that introducing them from the get go will make the game not only seem too difficult but also take away a bit of the "exploring" gained by incrementally giving the player new features.

How should I introduce my time-trial levels?
3  Games Center / Showcase / Re: Hovercraft on: 2014-10-22 07:23:27
Good game, like it  Wink
Thank you! I'm glad you liked it and I really appreciate you taking the time to tell me so.

How are the numbers of stars calc. you get after finishing a level?
It's just done based on time, but the limits for each star is individual to each level.

What do I need for unlocking a new chapter?
You need to finish all the levels in the previous chapter.

You could/should answer those ingame Smiley
Fair point. I thought that it was obvious that you had to complete chapter one to see chapter two, as that is how the levels work (you have to finish level one to unlock level two), but for the stars it's a little bit more obscure, and I have gotten the same comment from other users.
I don't know a good way, short of telling you at the end of the level "if you had been 1.2 seconds faster, you would have gotten two stars", to indicate this though. If I figure something out I'll add it, unless you've got a suggestion?

4  Games Center / WIP games, tools & toy projects / Re: Star Four on: 2014-10-19 06:11:54
I think it looks like you're off to a very good start.
Well done, keep it up!
5  Games Center / Showcase / Re: Hovercraft on: 2014-10-16 19:30:11
The new UI options are great. And I wouldn't mind too if you added some ads here and there.
Cool I am glad they helped. Yeah I know what you mean, Ads done right can be Ok, but done incorrectly (and I think many games does it badly) can ruin a game I think.

I still find it quite a fun game even though I still can't manage to solve that level.
Keep up the good stuff!
Thanks, as a reward I'll let you feast your eyes on the new menu screen  Roll Eyes



Tantalizing with that key in the corner, no? What does it do? What does it open?  Grin
6  Games Center / Showcase / Re: Hovercraft on: 2014-10-16 19:11:26
I love it love it love it!
I showed it to some friends and got really hooked with it!
You should be really proud Smiley
Oh you, stop it, you're making me blush.

its a fun, simple, lovely, and brillant game.
I said stop it!  Roll Eyes

A critic? mmm I havent tryed the last update, but maybe some ambient or instrumental music?
The main reason there isn't any music is that I haven't found any fitting music released under a suitable Creative Commons license. If I manage to locate that I will add it.

Also, i would have no problem if you add some ads on the pause dialog, and main menu.
I think I am going to leave this one ad free. Comments like yours is reward enough.

Ah, also too, a splash screen i think it could add some more seriousness/profesionalism, if thats what you want.
I've always thought that a splash-screen should be very minimalistic, it should spend zero time loading things for itself and essentially only be the required wait until resource are loaded. But since my game have a fairly limited number of users I also thought I should pay attention to their opinions, so I added stuff both to the splash-screen (as per your suggestion) and also the menu screens.
And I must say I think it looks a lot more polished. Maybe the menus look a bit cluttered now but I still like it better than what I had before.

I've just pushed out version 1.7 (or the scanevaro update as I like to call it  Wink), if you have time; update your version and let me know what you think.

On an un-related note; how far into the game have you gotten?
7  Games Center / WIP games, tools & toy projects / Re: GNetLib V0.0.0.2 (A Simple Java Networking Library) on: 2014-10-16 11:16:40
This looks like an easy-to-use, neat library.

When do you estimate to have UDP support done?

8  Games Center / Showcase / Re: Spacejumper! on: 2014-10-15 18:44:21
Dude, is that Megaman?  Smiley

I like it, looks cool and the music fits the pace well.
I am sorry to say I am rubbish at it though, I kept jumping into the laser beams. Not a successful strategy.
9  Games Center / Showcase / Re: Hovercraft on: 2014-10-15 18:37:57
Looks great.
Cheers! Again, thanks for suggesting it.

1. When you restart the level the sound keeps playing.
Fixed.
2. When I'm holding the phone/tablet upside down (I have to because it's charging and I'm in bed and the cable is too short  Smiley ) it would be nice if the screen turned as well.
Fixed.

I just pushed version 1.6 to Google Play, you'll have to wait for that to filter out before you can comfortable play while charging in bed  Roll Eyes

And I can't tell you how grateful I am that you're not only pointing these issues out, but also suggestion solutions. It is very much appreciated.
10  Games Center / Featured Games / Re: Meditating Monk - A crazy arcade game about a monk, meditation... and ducks on: 2014-10-15 07:46:08
Love the Duck Hunt like duck flying in.
Game looks cool, good work, well done!
11  Games Center / Showcase / Re: Hovercraft on: 2014-10-14 16:23:05
Here's how I'd do it (since you asked)  Smiley

Damn it Mr Babuskov! That is a way better suggestion than what I actually implemented, couldn't you have let me know before I rushed off? Smiley

Right, I'm starting version 1.5 tonight where I'll re-jig the HUD to what you suggest. It will be known as the mbabuskov update.

Thank you for the feedback.
12  Games Center / Showcase / Re: Earth's defender on: 2014-10-13 07:52:50
Very cool art style. I'm trying this game tonight.
13  Games Center / Showcase / Re: Hovercraft on: 2014-10-12 18:51:55
As for the gameplay, there are two frustrating moments:
1. when you fall on the "roof". You have to restart the level, but there is no button on the screen for it, I have to use the back button on the device to get it to show. Looks like a nitpick, but making the game dynamic is what made Flappy Bird a hit.
2. falling all the way down. You have to wait until it gets there. Of course, having a restart button on the screen would fix that. But maybe, you could add a huge horizontal platform at the bottom that bounces. So if you fall off, you could bouce and try to climb back up.
Also, could you please enable the immersive mode on KitKat. My son keeps hitting the back and home button on the device all the time. If you're not sure how it's done, and you're using libGDX here's the code:

I've implemented these now. If you're on a KitKat (or higher) device the game will go into Immersive Mode. Doing that forced me to fix your other two points as well as there's no way to restart the game when the back-button is hidden.

I added two buttons at the top of the screen (took some re-shuffling of the HUD), one for quick-restart and one brining up the game's standard pause-menu. The problem is that the buttons aren't that intuitive so at the beginning of the level a message is show to tell you what they do. That message fades away as soon as the game starts;



I hope this will remove some of the frustrations you had.

/bornander
14  Game Development / Game Play & Game Design / Re: Creating zombie game showcasing players' programming skill- Looking for advice on: 2014-10-12 17:05:38
I was pondering implementing something similar myself, but I was also going to allow people to implement the behaviour of the humans. I think that could add an interesting twist to it. It would be like the old .NET Terrarium (which by the way seems to still be alive in some form; http://terrarium2.codeplex.com/) where you could implement either carnivores or herbivores.

In anycase, I would follow your project with interest so keep us posted on your progress.
15  Games Center / Android Showcase / Re: [Free] Pixel Doors - Puzzle Platformer on: 2014-10-11 22:18:37
I like it.
I think it's a good platformer, and the pixel art is cool (it reminds me of Fez). One thing though, some of the graphic assets seems to be more pixely than others. Like the boulders doesn't have the same look as the little guy. It's a small thing and it might just be me.

And a question; Why does it need permission to View/Modifiy my Photos/Media/Files?

/Fredrik
16  Games Center / Showcase / Re: Hovercraft on: 2014-10-11 22:08:26
So I am working away implementing the comments given to me when a user emails me this screenshot from him playing the game.
He somehow managed to land the hovercraft with no landing gear or no engines attached.

I might just have to add an achievement for that particular scenario Grin

17  Games Center / WIP games, tools & toy projects / Re: 3d maze shooter on: 2014-10-11 18:19:02
Clowns freak me out, and clowns that move like those really freak me out.

Game looks like it's off to a good start though, keep it up. But get rid of the clowns. persecutioncomplex
18  Games Center / Showcase / Re: Hovercraft on: 2014-10-10 15:59:41
I played it for two days now. It's fun!
Cool, I am glad you think it's fun.

The contrast between light-blue sky and white letters is weak. There are way to solve this:
- add a dark outline to each letter (this solution is the best, but I assume needs most work)
- make the sky a little bit darker
- make the letters black or maybe some gold/yellow shade
Do you mean the text in the actual levels that says things like "Land here" and "Collect all gems...", or the ones in the menues?
in either case I'll look in to increasing the contrast.

1. when you fall on the "roof". You have to restart the level, but there is no button on the screen for it, I have to use the back button on the device to get it to show. Looks like a nitpick, but making the game dynamic is what made Flappy Bird a hit.

2. falling all the way down. You have to wait until it gets there. Of course, having a restart button on the screen would fix that. But maybe, you could add a huge horizontal platform at the bottom that bounces. So if you fall off, you could bouce and try to climb back up.
Both very valid points I think. I am not asking you to design my UI, but where would you put such a reset button?
Maybe move the "compass" to the top and have a reset button where the "compass" is now?

Also, could you please enable the immersive mode on KitKat. My son keeps hitting the back and home button on the device all the time. If you're not sure how it's done, and you're using libGDX here's the code:
http://bigosaur.com/blog/32-handle-immersive-kitkat

It's not built using libGDX (in hind-sight I probably should have used that), but in any case; I'll enable immersive mode.

Thank you so much for commenting and providing such detailed and valuable feedback.

/bornander
19  Games Center / Android Showcase / Re: Match M for Kids on: 2014-10-10 14:37:34
I've tried it and it plays well. I'll let my son try it tonight and see what he thinks.

Some comments;
  • Vertical screen space isn't utilized very efficiently, I have a lot of dead space above and below the cards on my phone when playing the 3x6 grid, maybe increase the padding between rows when there's free space left?
  • When the cards spin, they're above some of the surrounding cards, but below others . Maybe set the z-index to move the to the top whilst spinning?
  • It's a bit weird that I can continue clicking the cards when the back-dialog is open.

All in all it looks like a good toddler game.
 
20  Games Center / Showcase / Re: Hovercraft on: 2014-10-10 14:17:59
I've tried the game with the new settings and they make it a lot nicer. Not only the bigger buttons are very nice, but the control difficulty slider is a nice addon as well.

Thanks for trying that, I'm glad you found it easier with the controls adjusted.

I still can't manage level 7 of chapter 4 though, but I think that's just my lack of skill.

The trick is not to try to go up through the propellers, but always go around and fall down through the gap  Wink

21  Games Center / Showcase / Re: Hovercraft on: 2014-10-10 06:59:16
I've gotten some comments about how the game is very difficult and how the controls are a bit small on small screen devices so I've released an update to the Google Play where there's a Settings screen where the player can tune this a bit.

I would love to hear if changing the Controls setting makes the game more playable.

https://play.google.com/store/apps/details?id=com.bornander.hovercraft

Thanks.

/bornander
22  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:51:38
...they were copies...
Yeah, every third chapter is a re-hash of the previous two.
23  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:38:15
Is it heavier than the first one or something?

Yes. Their weight is proportional to their size, so the red one is more sluggish.
A few chapters later you get  a smaller yellow one, with is more agile. In all honesty, those to chapters are there to stretch out the game as they're both contain only copies of previous levels, that you now have to navigate with a different hover craft.
24  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:15:31
I love it!
And I love that you took the time to tell me so!   Smiley

Thank you for trying it and thanks for commenting on it.

/bornander
25  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 17:56:10
I've been playing this game on my phone for little over a week now, and I can tell you that I've had a ton of fun.
...
but other than that, good work!

This made my day!
The fact that you liked it and took the time to tell me so is something I appreciate very much. It motivates me to finish off the game by ironing out the last bugs (sorry about them) and adding a config options that allow the player to tweak the controls a bit.

I know the levels aren't exactly incremental in difficulty, I'm writing this game on my commute to/from work and level design is something that I haven't given the priority it needs (I've gone for finishing the game instead). I know that's an area I have to work on and I'll try to do better.

Again; thanks for the feedback and for telling me you like my game.

/bornander
26  Games Center / Showcase / Re: Hovercraft on: 2014-10-05 15:29:00
I've moved this game out of beta and into prod now.
It's available on Google Play (free and no ads or in-game purchases) for anyone who wants to try it.
https://play.google.com/store/apps/details?id=com.bornander.hovercraft

If anyone does give it a go I would very much like feed back on the difficulty. I've deliberately made it difficult (to to point where I expect a beginner to have to try several times to complete the first level), but I obviously don't want it to be too difficult.

Any feedback is appreciated.
27  Games Center / Showcase / Re: Hovercraft on: 2014-09-30 18:48:17
So this project is pretty much feature complete, it now has 56 levels, a leader board ,15 (I think) achievements and the game play is not too buggy.

I am pushing it into beta-testing to tune the levels, if anyone is interested in trying it out please let me know and I'll add you to the Google+ group that is the group of beta-testers. I would appreciate any comments you might have.
28  Games Center / Showcase / Hovercraft on: 2014-09-23 19:59:21
This is a project I've been playing around with for a while now during my commute to work.
It's called Hovercraft and it's a game where you fly a weird little ship collecting gems and avoiding obstacles on your path to the landing zone.
you control the ship by firing any of your craft's jet engines, it's fairly hard to control so most levels can be completed in less than a minute.

It uses Google+ for leader boards and achievements.
https://play.google.com/store/apps/details?id=com.bornander.hovercraft

The game is using AndEngine with Box2D for physics, the graphics is a low-res version of a Kenney tile-set.



The game is currently in alpha testing in Google play, here's a video of me trying it out on a tablet;
<a href="http://www.youtube.com/v/cEh2BkB2fT0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/cEh2BkB2fT0?version=3&amp;hl=en_US&amp;start=</a>
29  Games Center / Android Showcase / Re: [Free] Lost Geometry on: 2013-01-21 23:59:57
How far did you get?
30  Games Center / Android Showcase / Re: [Free] Lost Geometry on: 2012-12-22 18:32:52
Agreed.

I've tested this game on my Samsung Galaxy Tab 10 and it feels like I'm faster in touching the lost geometry on a smaller screen. I would say that it's easier to find it on a big screen though.
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