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  City Jumper  (Read 5774 times)
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Offline Screem
« Posted 2014-03-11 01:52:58 »

City Jumper is a new, fun and addictive game by Float Play. You play as a person jumping from rooftop to rooftop across a cityscape to get as far as possible.


Simple controls. Tap on the screen, and let go to jump. The longer you hold your finger on the screen, the higher your jump.


Post-creation thoughts:
This is only my second game, and took around a month to make (along side a ton of school work). I learned soooooo much and couldn't be happier. Indeed the hardest part was polishing it up and patching bugs. The game portion took about two days, but making it look nice, finding bugs, and getting it to run smoothly on low-end devices took foreeeeeever. Advertisement and leaderboard integration was also difficult, specifically leaderboards. Google Play Game Services is just waaaaay too difficult, and I ended up ditching it for Swarm. Swarm took an hour to get set up and working correctly, versus two days and tons of frustration with GPGS. I really recommend Swarm to integrate achievements, in-app purchases, and of course leaderboards into your game. They even support libGDX!

In any case, the experience I gained and knowledge I learned was more than any book or tutorial could teach me. If you want to get better at making games, then make games. I made the mistake of reading too many tutorials because I was paranoid I wouldn't know how to properly write a game and end up with a conglomerate of code and a poorly-made piece of software one might call a "game". This time, however, I didn't worry about how messy my code was until I had something working. Then I refactored pretty much everything I wrote and ended up with organized code and a nice game. The point is, don't worry how unpleasant your code is. Your original code will never make it to the final version anyways. By the time you finish, you'll have gone through half a dozen re-writes of almost every class you've written. Moral of the story: Keep calm and create games. Wink

As always, I'd appreciate any feedback or advice given. I'm constantly looking for ways to improve my games, so a little kind criticism never hurts. Cheesy And of course, if you find any bugs tell me. I dislike those pesky bugs as much as anyone, so I'd be more than happy to get rid of them.

Also, yes, this game is only for mobile devices. I need to get money somehow, so this is my business. It's only for Android right now, but an iOS version will come soon; when I get enough money to pay for Apple's ridiculous development fee.
Offline arttu

Senior Devvie

Medals: 3
Projects: 4

« Reply #1 - Posted 2014-03-12 11:41:26 »

I think the jump should start right away when the player taps the screen, so it would be much more intuitive. Smiley But looks good otherwise.
Offline Screem
« Reply #2 - Posted 2014-03-12 22:00:52 »

Thanks for the feedback! I tried jumping on tap, but it made the game much too easy in my opinion. I've also been told this different jumping mechanism differentiates my game from the rest, which may motivate players to adapt the different jumping style and play more. I'll try implementing it again and may add a toggle for it if enough people want it.

On other news, I released version 1.1! It contains some performance improvements and fixes a bug where the pause popup doesn't show if the game over popup is open.
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Offline MorpheusZero

Junior Newbie

Exp: 2 years

Always A Noob

« Reply #3 - Posted 2014-03-14 08:05:58 »

I played this and really enjoyed it. I would also prefer to jump onPress rather than onRelease but I can see what you mean about being set apart from the rest. But overall very nice concept and design. Good job.
Offline Screem
« Reply #4 - Posted 2014-03-17 20:01:14 »

I am glad to announce update 1.2! This update adds a bunch of new settings including a toggle between jumping on tap and on release. You can also mute the sounds and change the sensitivity. Here's a picture:

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