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  [Android] Blu’s Travel: Now available for Desktop!  (Read 25727 times)
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Offline PlainBug
« Posted 2015-08-01 11:24:59 »

Hi,
I would like to show you my first android game I’m currently working on:



Concerning content:

My first game is called “Blu’s Travel” and it is a 2D adventure platformer. The game is about a blue player who is named “Blu”. You have to accompany Blu on his journey. Blu has to collect coins and he must avoid traps. Controls are made very plain - you jump higher the longer you press. There are 21 levels right now.

Short gameplay video (fast motion):

<a href="http://www.youtube.com/v/xo1xLNEzBLA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/xo1xLNEzBLA?version=3&amp;hl=en_US&amp;start=</a>

Techniques:

The game is being written using libGdx, but I don’t make use of Box2D or of any other library. So I have done all the physics like jumping, collision detection or running up stairs as well as the whole game logic by myself. LibGdx’s only task is to render the game.

Testers Wanted:

I recently published the game as an open-beta version (now version 0.11) and testers are much appreciated. Feel free to share your positive but also negative feedback. Further ideas and suggestions are greatly welcome. I’m also interested in any other comment Smiley


Get it on Google Play:

https://play.google.com/store/apps/details?id=mainpackage.android

Get it for Desktop:
Desktop-Version

Contact:

plainbug@gmail.com

Kind regards,
PlainBug Smiley

Offline bornander
« Reply #1 - Posted 2015-08-01 15:54:09 »

Well done on completing your first game!

I tried this and completed the first 8 levels.

I liked the environment, the changing nature of it added to the feeling that Blu is indeed travelling somewhere instead of just jumping around in the same forest. I think the animation of Blu should be sped up so that his feet move at a pace that corresponds better to his running velocity.

The picture showing what is was that killed me when I died was cool. The controls where responsive but I wished I could have adjusted how high I was jumping by pressing longer or shorter.

The only real negative was the UI, both the menu and the HUD feels too much like place-holder graphics. The font was weirdly anti-aliased and the buttons were plain and did not indicate that they were pressed.

I liked that the ads were non-intrusive and did not interfere with the game-play.

Overall; I liked it and will continue to play the next levels when you release them, I can't wait to find out what Blu's destination is Smiley

Try my Android games: Grapple | Hovercraft | Lala
Offline PlainBug
« Reply #2 - Posted 2015-08-01 21:09:29 »

Version 0.06 released

Well done on completing your first game!
Thank you, it's a very nice experience to publish a real game instead of programming lots of prototypes.

I think the animation of Blu should be sped up so that his feet move at a pace that corresponds better to his running velocity.
I tried to find the right speed, but it's really hard to make it perfect. I speeded up Blu's animation in version 0.06.

The picture showing what is was that killed me when I died was cool. (..) The only real negative was the UI, both the menu and the HUD feels too much like place-holder graphics. The font was weirdly anti-aliased and the buttons were plain and did not indicate that they were pressed.

Yes, the UI is still a point on my todo-list. In version 0.05 I already improved the UI, because it was really too ugly. Now it's not too ugly, but still not final and I'm going to spend more time on that point in a future update!

The controls where responsive but I wished I could have adjusted how high I was jumping by pressing longer or shorter.
This feature is also already on my todo-list, many people mentioned exactly the same idea before.

Further changes in version 0.06:

  • Bug fixed in level 6:  Now Blu can't fell off without any reason
  • New level: level 9 was added
  • added a changelog in the English language
  • improved collision detection between the player and the traps

(Version 0.06 still has to find his way through Google's upload system)

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jesse

JGO Coder


Medals: 23



« Reply #3 - Posted 2015-08-02 03:30:33 »

I don't have a device to test on, but just wanted to say that I like the art and the concept Smiley
Offline PlainBug
« Reply #4 - Posted 2015-08-02 06:40:07 »

I'm not a professional graphic designer but I tried my best to create the art on my own.
So thank you, this feedback motivates me  Smiley

Offline bornander
« Reply #5 - Posted 2015-08-02 07:33:10 »

When I dismiss the die-dialog by pressing "Again" the game also reads that click as a jump, and on level 9 this means I always jump into the traps at the start.


Will there be an end to Blu's travel? Are you planning a finite number of levels or to just keep releasing more as players progress?

Try my Android games: Grapple | Hovercraft | Lala
Offline PlainBug
« Reply #6 - Posted 2015-08-02 08:10:26 »

When I dismiss the die-dialog by pressing "Again" the game also reads that click as a jump, and on level 9 this means I always jump into the traps at the start.

I'm going to fix that, thanks.

Will there be an end to Blu's travel? Are you planning a finite number of levels or to just keep releasing more as players progress?
At the beginning, I plan to release more levels, but yeah Blu has a destination - his family. Blu wants to come home after his long travel but until that he will come around more places. In the end there will be more than 9 levels but I can't/won't determine a number of levels right now.

Offline PlainBug
« Reply #7 - Posted 2015-08-02 19:16:53 »

Version 0.07 released
When I dismiss the die-dialog by pressing "Again" the game also reads that click as a jump, and on level 9 this means I always jump into the traps at the start.

I'm going to fix that, thanks.

fixed in version 0.07. I also fixed the same odd behaviour of the "go-on"-button in the pause menu.

Further changes:
  • new level: level 10 was added
  • added a new feature: unstable platforms
  • updated a level: now level 9 serves as an introduction into unstable platforms

If you touch them, unstable platforms will fell off
(But you have a short time to do one last jump)

Offline bornander
« Reply #8 - Posted 2015-08-05 18:39:47 »

I need more levels!

What editor are you using to create the levels?

Try my Android games: Grapple | Hovercraft | Lala
Offline PlainBug
« Reply #9 - Posted 2015-08-05 19:35:59 »

I need more levels!

Sorry, I'm working hard on a new update with more levels, a better UI, bug fixes and even more!

What editor are you using to create the levels?
I'm using my own level-editor and this editor is fast so I can create new levels (with new features) very fast, but I worked on some hard bugs today  Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline PlainBug
« Reply #10 - Posted 2015-08-08 13:00:12 »

new start-screen

(I completely improved the user interface with interactive buttons and more)


I finally managed to publish a new version: Version 0.09:

  • 4 new exciting levels
  • new startscreen
  • changed the background image of the level summary screen
  • increased the water-level
  • added a new feature: dangerous hanging-traps (see below)

  • completely improved the user interface:

  • added a new button design
  • added button interaction
  • improved font-rendering
  • changed button-positions on the start screen


  • bug fixes:

  • fixed graphical issue in level 3 and 4
  • bug fixed: now you can only press the pause-button in the game (and not even in the menu)
  • bug fixed: player doesn't move further after he felt into the water
  • bug fixed: now the jump-animation also serves as falling-animation
  • bug fixed: now the app works well with resizing, also in the pause-menu
  • fixed heavy bug: player doesn't fell off when he runs up hills


New desert area and new dangerous hanging-traps


Offline bornander
« Reply #11 - Posted 2015-08-10 17:08:24 »

I think you need to give the player some control over how high/far he wants to jump. As it stands level 12 is more down to luck than skill.

Try my Android games: Grapple | Hovercraft | Lala
Offline PlainBug
« Reply #12 - Posted 2015-08-10 17:44:44 »

I think you need to give the player some control over how high/far he wants to jump. As it stands level 12 is more down to luck than skill.

Yes, I agree with you - same issue with level 13,14,15.
I'm currently working on a new jump-system.

I'm also interested in your opinion about the new UI, because you criticized it last time Smiley

Offline bornander
« Reply #13 - Posted 2015-08-10 17:59:05 »

I think you need to give the player some control over how high/far he wants to jump. As it stands level 12 is more down to luck than skill.

Yes, I agree with you - same issue with level 13,14,15.
I'm currently working on a new jump-system.

I'm also interested in your opinion about the new UI, because you criticized it last time Smiley
Font rendering is a lot better. Buttons still need work, go to opengameart.org and look for some buttons there.

Try my Android games: Grapple | Hovercraft | Lala
Offline Apo
« Reply #14 - Posted 2015-08-11 06:16:13 »

Nice little game.

Works fine on my oneplus one.

Some thoughts:
- Like the others said other buttons would look better. Perhaps it would be enough to make a dark outline.
- I don't like the spikes because they are hard to see because the brown and the dark green are really similar
- The first 7 levels are really easy -> a steeper learning curve would be great.
Offline PlainBug
« Reply #15 - Posted 2015-08-11 13:17:03 »

Thank you two for the feedback - I will try to make use of it  Smiley

Offline PlainBug
« Reply #16 - Posted 2015-08-15 13:51:33 »

Hi,
This week I mainly focused on a better Jumping-System and a new Loading-Screen with better resources-management. I also added a new tricky level 16 and I improved other levels.

new jumping-system:


Moreover:
- improved collision detection
- changed the color of the spikes
- Added dark outline for buttons
- removed level-system of the player
- Fixed bug: now old numbers of coins are not drawn after restarting a level
- New algorithm for the player’s speed

Concerning the removed level-system of the player, I have to say that the coins seem to be senseless right now. But I’m planning an interesting new functionality for them. I will keep you up-to-date about this soon.

Any feedback for this update is greatly welcome. I’m especially interested in comments about the new jumping-system, which was criticized as too static last time.

Offline PlainBug
« Reply #17 - Posted 2015-08-16 11:47:17 »

Here some gameplay of the new jump-system.
I'm still not sure whether this system is good for the gameplay or not.

<a href="http://www.youtube.com/v/kIMd-HCz0AA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kIMd-HCz0AA?version=3&amp;hl=en_US&amp;start=</a>

Offline bornander
« Reply #18 - Posted 2015-08-18 08:13:33 »

Here some gameplay of the new jump-system.
I'm still not sure whether this system is good for the gameplay or not.
Not trying to sound too harsh, but this is not good for gameplay. It's unplayable if you ask me.

Can you not try "traditional" platform controls where you jump higher the longer you press, but you still begin the jump as soon as you press the jump button?

Try my Android games: Grapple | Hovercraft | Lala
Offline Opiop
« Reply #19 - Posted 2015-08-18 13:05:57 »

I agree with bornander, the game is significantly harder now. I couldn't even make it past level 11 because the platforms in the beginning that fall, well you can't even step on them which means you need to somehow jump across the entire "river", which is next to impossible.

Also, the loading screen while cute is not needed for every action. If the loading screen is actually needed in game to load your stuff, then keep it. But I'm guessing you don't actually need it because, well, I don't think moving to the level selection screen would need a loading screen.
Offline PlainBug
« Reply #20 - Posted 2015-08-18 16:08:25 »

Thank you two for the feedback! It was an idea, but obviously a bad one. I'm going to create a new system and this time I will try to make more "traditional" controls as you already said.

Also, the loading screen while cute is not needed for every action. If the loading screen is actually needed in game to load your stuff, then keep it. But I'm guessing you don't actually need it because, well, I don't think moving to the level selection screen would need a loading screen.

Concerning the loading screen, I have to mention that I'm always loading things (images, etc.) before a new screen (Otherwise a loading screen won't make any sense) - also before the level selection screen. When you enter a loaded screen again, the loading screen won't appear. I agree with you, the loading screen before the level selection is not needed - e.g. I could load these few images in the beginning as well. I will try to create a smoother loading system, because this current system is probably annoying.

But yes, thank you again for your honest feedback Smiley

Offline Opiop
« Reply #21 - Posted 2015-08-18 18:10:13 »

I'm just wondering if you even need the loading screen! From a user's perspective, it doesn't seem like you load a ton of resources. If this is the case then those few images should load almost instantaneously, a loading screen wouldn't be needed.

If this isn't the case and you do a lot of resource in the background then ignore my comment. IMO loading screens may look fancy and nice, but if you can get away without them then that's at least my preference.
Offline PlainBug
« Reply #22 - Posted 2015-08-18 19:39:11 »

I'm just wondering if you even need the loading screen! From a user's perspective, it doesn't seem like you load a ton of resources. If this is the case then those few images should load almost instantaneously, a loading screen wouldn't be needed.

If this isn't the case and you do a lot of resource in the background then ignore my comment. IMO loading screens may look fancy and nice, but if you can get away without them then that's at least my preference.


Sorry, I won't ignore anyone here  Smiley

The current problem of my loading screen is that the loading-time is constant on any device. I also was very happy about my new loading screen so that I unfortunately decided to place this screen in front of any of the other screens. So there is no real need for loading screens in some cases (like the level selection loading-screen) and I thank you to call my attention to this point.

All in all: On the one hand I have to fix the constant loading-time and on the other hand I have to remove the useless loading screens.

But first of all, I have to rethink the jump now  Smiley

Offline PlainBug
« Reply #23 - Posted 2015-08-22 13:44:37 »

I finally released version 0.11 with the new jump:

[...] you jump higher the longer you press, but you still begin the jump as soon as you press the jump button [...]

@bornander @Opiop I'm very excited about your comments on this new jump.
Any other comments are also much appreciated.
In addition, I improved the loading screen, which now makes more sense.


Offline Opiop
« Reply #24 - Posted 2015-08-22 14:18:34 »

Much better, that's way easier to play!

One more suggestion I have; wessles has a game called RFLEX and the music actually resumes playing where it left off before you died. I really like that concept, it just increases the immersion just a little bit. I think your game could benefit from it!
Offline PlainBug
« Reply #25 - Posted 2015-08-22 21:51:23 »

Thank you for your feedback.
I like your suggestion very much, it's a nice idea. In my opinion I also need to make some less monotonous music.

Furthermore, I would be interested in how many levels you solved now after this update Smiley

Offline PlainBug
« Reply #26 - Posted 2015-08-30 18:40:16 »

Hi,

I recently released version 0.12 with a new game-mode. In the new game-mode you have to jump from one platform to another as long as you can  Smiley

Now my game provides an online leaderboard and a few achievements, because now my game has access to Google’s Game-API. But this is optional for you - you can also play the game without a Google+ account.

I also added a new game-menu:


Any comments and your experiences with the new mode are much appreciated.

Offline bornander
« Reply #27 - Posted 2015-09-04 06:41:18 »

On the jump controls; the new ones are way better than the old one where you "charged" a jump and then released it, but it's still very difficult. I think it's because the jumps are too sluggish.
On some levels it's just luck if you complete them on the first try as it's a lot about remembering when to jump, rather than seeing the obstacles ahead of you and deciding when then appear.

Addition of leaderboard was a nice touch.

Try my Android games: Grapple | Hovercraft | Lala
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