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Urth on android

Posted by
September 4th, 2011 7:03 am

After a process which was longer than it needed to be I’ve finished up a first installment of the post-compo Urth(for android only at the moment). And it works. Let’s have a look at lessons learned:

  • never EVER hardcode menus ever again
  • good coding practices aren’t necessarily compatible across programming languages
  • having a deadline positively influences productivity
  • next time use a real font and not gimp+a tablet
  • some things just aren’t meant for 3D and fancy lighting
Obvious things, which one tends to overlook in a 48 hour compo. Now let’s look at what I’ve managed to improve:
  • reduced processor load
  • improved the gui so it doesn’t look like it’s held together with duct tape and chewing gum
  • replaced difficulty cliff with difficulty curve
Images:

Main menu: Merged two buttons and added a new one

The level menu now matches the main menu and has pagination

A sneak preview of one of the new levels

 COMPO ENTRY ~ IN THE MARKET

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5 Responses to “Urth on android”

  1. Chinchilla says:

    Awesome work. Did you code it as a native app, or is it built in flash?

    I know this is probably short-lived but I’m currently AT THE TOP OF THE LEADERBOARD…

    that is all…

    • Andrew says:

      A little bit of neither actually :D

      The compo coding was done in processing(.org) which eventually gets turned into java, then I did some extensive tweaking and flipped the android button. In short it runs like a typical android app, but doesn’t function like one if that makes sense.

      It’s refreshing to see that people can beat me at my own game :D

  2. Bretboy129 says:

    Would you like this post-mortem to show up in indie(Magazine); Issue #15?

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