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  Superior Tactics - Tactical Space Battles RTS  (Read 26161 times)
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Offline jrenner
« Posted 2014-02-16 10:14:19 »

After almost a year of hard work my game is finally released!

I used libgdx to create this game.  Sometime during the creation of this game I became more and more interested in libgdx and began making contributions to it.

Google Play Download Link

QR to Google Play:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

P.S. It would be nice if my game could be considered for the featured category!
Offline tberthel
« Reply #1 - Posted 2014-02-16 10:50:29 »


Offline LordD
« Reply #2 - Posted 2014-02-16 12:21:02 »

Nice trailer i will download it later Smiley Grin

Not an native english speaker  Tongue  sorry for my bad english.
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Offline Longarmx
« Reply #3 - Posted 2014-02-16 16:36:14 »

Yes! I have been following this game from its beginnings an I'm glad so see it finally released. Unfortunately, I don't have an android device so I can't play it.  Sad

Offline Grunnt

JGO Kernel

Medals: 143
Projects: 8
Exp: 5 years

Complex != complicated

« Reply #4 - Posted 2014-02-16 16:52:58 »

Hi there, it looks great! I just downloaded it on my Nexus 4 and will provide feedback from the top of my head as I go through it:
- Slightly long black screen on startup: I almost thought something was wrong
- Quite a complex menu after loading, although the scrolling background is really nice.
- Overall I get confused and a bit discouraged by the many many buttons on each screen. It's cool that there's a lot to do, but I have no idea where to start really (shall I do a mission/skirmish, do something with units/research/perks, look into the options, or read help? help!). Maybe take the player by the hand a bit more?
- To get going I started a mission. Immediately my ships start flying forward and exchanging fire with enemies. Nice special effects, good camera work. However, I feel a bit left out of the action as the whole mission completes without me doing anything.
- With the reward I research "range + fuel" of light missiles. Plenty of research options, which is nice (although my reward seems a bit meaningless as a result, as I can only upgrade 1 of the 3 attributes of 1 of the many systems by 1 of 5 points).
- Getting the hang of the unit design thing I build bunch of frigates with light missile launchers. They get pwned by the frigates in the next mission (no missiles hit at all, point defense seems a bit overpowered), but luckily my ally destroys these frigates.
- After this I start to get into the game. Really cool! I redesigned my fleet and won the next battle easily. Its good looking, the game is fun to play and its got a good amount of replayability. The in-game ads are a tad annoying, however, maybe consider an ad-free paid version for a couple of euros?

Overall, good game! I gave it 4 out of 5 stars in the play store.

Offline Slyth2727
« Reply #5 - Posted 2014-02-17 01:26:03 »

After almost a year of hard work my game is finally released!

I subbed to you about a year ago... whenever you released that first vid of the in dev game Smiley
It was fun watching the development, and congratulations on the sweet final product!!
Offline yokiyoki

Junior Devvie

Exp: 1 month or less

"It is fun to learn new things"

« Reply #6 - Posted 2014-02-17 01:33:34 »


Super Cool.

Offline quew8

JGO Knight

Medals: 53

« Reply #7 - Posted 2014-02-17 20:19:43 »

maybe consider an ad-free paid version for a couple of euros?

It says in game that "Any purchase will remove ads permanently" so you get some free credits as well as no ads.

Nice game. Just two things to say.

Firstly: can you please make the orientation "Sensor Landscape" rather than just "Landscape." At the moment it flips to the default up side which, if you happen to have a Nexus 7 plugged in at my desk, is the wrong way up. Super annoying. Another game I have does it as well and it just really gets on my nerves.

Secondly: at the moment the ships always face the same way no matter which direction they are moving in. Is this by design? It looks odd to me, especially coming from such an otherwise highly polished game. Although if you decided not to that's fine too. Sometimes it does look even weirder than not doing it at all.

Again, nice game.
Offline Nate

« JGO Bitwise Duke »

Medals: 167
Projects: 4
Exp: 14 years

Esoteric Software

« Reply #8 - Posted 2014-02-17 23:27:51 »

I spent some time playing today, here's my feedback:

* Long load time, seems frozen.
* Do something at start rather than dump the user on the full menu. Jump them right into playing.
* Use icons on the menu buttons. It currently looks quite like a "developer art" game, even though it isn't. Your fonts are very nice. Smiley
* Separate icons a bit. Mission/skirmish, units/research/perks, options/help. Applies to all screens, eg mission screen: return, research/units, don't need add credits in this screen, help.
* On mission end its a bit confusing that I have to leave the mission manually. Maybe because the Continue button makes me think it's what I want to do -- I won, now I continue to the next thing. Need better button labels.
* Sometimes the mission buttons look grayed out. Something odd there.
* Unit modify screen, should be called "configure" maybe, the replace/sell buttons were confusing. Took a while to figure out replace is how I put something in the slot, even if it is empty! Select box selected drawable needs more padding on the left. Help button on this screen says "test help". "Credits" label isn't centered. Smiley
* Give the user a reasonable zoom when a mission starts. It leaves me wherever I was!
* Use double click for something, like deselect? Auto zoom?
* Use two finger tap to box select. It won't trigger zoom because the touches never pan. This will make selection waaay better.
* Pinch zoom should zoom to the pinch location (halfway between the initial pointers), not just the screen center.
* Pinch zoom sensitive is odd. When I move my fingers, they should stay in the same world position, the world just gets bigger or smaller. It makes a big difference.
* Panning sensitivity is off. Zoomed way out, I can pan the whole map with a tiny movement. Zoomed way in I can pan all day and get nowhere. Like pinch zoom, when I pan my finger should stay in the same world position.
* Can get rid of the end button by making a pause dialog. Stick pause in the corner.
* Maybe nice to hide the help and +/- buttons.
* Could disable buttons that can't be pressed, eg Buy Unit.
* A unit with just a shield runs away when part of a group and told to attack. It should take a defensive role and follow one of the attacking units.
* Showing how many missions there are may increase the value of paying. As it is, I'm on mission 13 but have no idea if its worth buying. If I'm on the last mission, probably not.
* Make a turn-based multiplayer mode! You don't need a persistent server connection, so you can use standard technologies. Eg, you could run a servlet with Voledmort and probably server a huge number of players with a Linode (my referral link Smiley). Both players take turns, then the simulate runs for X seconds. Maybe if no one is in range it runs for longer, especially at the map start. It'd be awesome! You may need some way to balance it though, eg a max expenditure, no perks applied, etc.
* Mission select has research and units, but no perks? I didn't see perks until later when I went back to the menu.
* This is a bit of a trick, but it works: have a free credits button or dialog which shows a dialog saying "rate 5 stars in the app store for X free credits!" and open your app store page. 99% of users will do it, even though you have absolutely no way of validating they actually rated you. Don't do this right off the bat, only give them the option once they have played for a while, like level 10, because credits don't mean anything to them yet. Maybe wait until they have reconfigured their units at least once and then played at least one mission.
* Gameplay is quite neat, I look forward to seeing more. You may be able to do more micromanagement stuff, eg a bomb you have to click that does an area of effect, or special weapons that have a cooldown and have to be used manually (similar to WoW abilities).
* Moar missiles and explosions!

Your game is really awesome, I hope you stick with it! It is fun already, but has tons of potential.

Offline jrenner
« Reply #9 - Posted 2014-02-18 03:40:55 »

Thanks! great feedback! I went through all your suggestions and implemented some of them.  Some of them I will put off for later, and others I will have to think about.  I do have a sort of multiplayer mode planned. Hope to start working on it soon.
Games published by our own members! Check 'em out!
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Offline Grunnt

JGO Kernel

Medals: 143
Projects: 8
Exp: 5 years

Complex != complicated

« Reply #10 - Posted 2014-02-19 13:15:07 »

I´m curious: how did you get the ad to show inside the libgdx screen? And do you use AdMob?

Offline jrenner
« Reply #11 - Posted 2014-02-19 13:44:15 »

I do use AdMob.

You create a RelativeLayout in your AndroidStarter class and put the libgdx view and the adview in the layout.
Offline Grunnt

JGO Kernel

Medals: 143
Projects: 8
Exp: 5 years

Complex != complicated

« Reply #12 - Posted 2014-02-20 13:39:29 »

Thanks, I think I can figure out how to do this myself.

Offline Jaxes74

Senior Newbie

Projects: 1

« Reply #13 - Posted 2014-02-27 19:31:52 »

Hi JRenner,

It looks absolutely nice and polished to me. I like the amount of details in this game. There is definitely a lot going on in the game which can cause a little bit confusion. But when you spend a little time with the game it starts to open up.

Excellent job!

Cheers, Jaxes
Offline delmator

Senior Devvie

Medals: 7
Projects: 4

« Reply #14 - Posted 2014-03-31 06:33:17 »

This game should really be featured. It's amazing.
Offline jrenner
« Reply #15 - Posted 2014-04-23 12:06:14 »

Thank you!!
Offline Norakomi
« Reply #16 - Posted 2014-04-23 12:30:18 »

Holy Sh*T!

I hope I'll ever get as far as you did in game development.
Looks great.

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