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1  Games Center / Showcase / [Android] Blow Them All The Game on: 2014-03-04 17:31:13


This is our remake of Blow Them All Live Wallpaper.
What we did is turn it into an infinite game where players can compete in worldwide leaderboards.

The idea is simple: just blow up all the androids you can.

The game features google play game services (achievements and leaderboards)


download:
https://play.google.com/store/apps/details?id=com.mobileco.blowthemallthegame
2  Game Development / Game Play & Game Design / Exhibit game at PaxPrime? worth it? on: 2014-02-12 06:51:29
Hey guys, im sorry for writing two posts in a row.

We are finishing  our Android game in a couple of months and we are starting to think about marketing and advertising strategies.

Some of our friends have recommended that we exhibit our game in Pax Prime 2014 in August under the inidie-developer category.

However this will be a huge commitment for us, because we don't have a lot of money. Also we will have to travel to the US.

So my question is do you think this is viable idea for a small studio like us?
Does anyone know somebody that had already exhibited a game there?

Any comments are welcome, thanks!

3  Game Development / Game Play & Game Design / Re: Game Pausing. Opinions? on: 2014-02-08 21:50:52
Hey guys thanks a lot for  the ideas.

We decided to make 2 types of pauses.
1-Menu Pause (total pause): You can not interact with the game, the game fades out. Just like plant vs zombies2 pause.
2-In Game Pause (you can still interact and move screen): Given that as you guys say it breaks with the fast pace of the game. We decided to make it a power up.
For example you place a bomb like "time freeze bomb" and it pauses the game for some seconds, in which you can rethink and place new items.
This item will be sold for game coins or real money.

What do you think about it?
4  Game Development / Game Play & Game Design / Game Pausing. Opinions? on: 2014-02-07 05:17:46
Hey guys, my team and I are developing a game similar to Plant vs zombies. Anyways we have just finished a featured that enables you to pause the game.
For example the player can pause the game, take a good look at the stage, plan a strategy, etc. He cannot interact with the stage but he can think ahead.

What do you guys think about allowing this feature?
Will it be too much?
Will it cut out the general "fun" of the game?

We are interested in hearing all opinions.

Thanks!
5  Games Center / Showcase / Re: Balrum on: 2013-08-08 07:52:37
This looks awesome!
Hope you can make it on kickstarter!
Great Job Guys, hope to play it soon.
6  Games Center / Showcase / [Android] Blow Them All L Wpaper on: 2013-08-03 21:14:16


Hey everyone, this is our (my two brothers and me) first game for android it was released last month.

Blow Then All is simply about blowing little Androids on your phone/tablet.

The game is actually played in a live wallpaper on your android device.
It requires Android 2.3+.
There is a free version and a full version which includes more content and customization options.

Features:
  • World Wide Leaderboards (using google play service API)
  • Achievements
  • Unlockable Content


download:
https://play.google.com/store/apps/details?id=com.mobileco.BlowThemAllLiveWallPaper




Hope some of you enjoy it, as we enjoyed making it!
Cheers
7  Game Development / Networking & Multiplayer / Re: Online rpg: best way to send map info on: 2013-06-09 20:36:06
haha thanks Chuck!  Cheesy
I will think further on that idea..
8  Game Development / Networking & Multiplayer / Re: Online rpg: best way to send map info on: 2013-06-09 19:41:15
thought of that too. The problem is the borders of the "chuck".

What happens if a player is almost at the end of one chuck, he wont be seeing what is next to him?
How would you do so to manage when the player is near the limit of one chuck?

Also that will require updating on what chuck the player is in every player update (which is not a big deal).
9  Game Development / Networking & Multiplayer / Online rpg: best way to send map info on: 2013-06-09 08:36:30
Hello,

Im building a simple online rpg game. I currently have the following:
  • Online Players Hash
  • Npc List
  • Active Spell List

Using a UDP socket i send the serialize version of each of them, the client receives them and create a view for each one.
Everything is running very good until now.

The problem arises  when I want to make things a little better.
Due that my current map is small, I have a few NPC's, Players and spells. However when want to start adding more I cant keep sending all map info.
This brings the fact that I only will need to send the data NEARBY the player's position.

It only occurs to me this solution:
In each individual server thread, check the players position, and iterate over the list grabbing only nearby objects.
However this method will consume a lot and will be very slow.

Any other ideas?



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