Posts Tagged ‘android’
My no entry for LD26, still too slow to coding, next time!
I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S
At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.
Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:
To see the game in movement:
Some info about the game:
Resolution: 960×640
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .
And a few days ago the game was uploaded on Greenlight
And well I hope code more fast for the next compo or at least enter some fun-playable!.
Android
Released a post compo version of my game Kriok
It is also my attempt to finally complete the october challenge.
It has some minor changes and a few more levels than the compo version.
Android port!
I have made a port for Android devices of my entry: My Mini Castle!
However, I did have to change the controls (obviously) and I balanced the game a bit more so it’s basically not the same game as the original entry.. But it might still be fun to try out
And I am happy to tell you that I’m the continuing development aiming for the app store and google play store!
Link: Android
(playing on a tablet)
Note: I haven’t actually tested the latest version so it may contain errors/bugs…
Unexpectedly Useless Things
[Cross posted from Omiya Games]
Before I go any further, I wanted to make a quick mention that Omiya Game’s (the game studio that currently consists of only me) latest mobile game, Touch Yoga was just published on the Barnes & Noble NOOK HD tablets! Don’t have one? It’s also available on the iPhones, iPads, iPods, Androids, and even Amazon Kindle Fire HD tablets.
Anyways, I digress. To compliment the unexpectedly useful things list, I now talk about things I thought were going to be useful, but weren’t.
Pen & Paper
I expected myself to doodle and draw a lot of pictures. Instead, I leave as the cleanest paper yet.
At least it came with a free Mario figure. And speaking of doodling…
Wacom Tablet
My wacom tablet was left untouched on top of my printer. The latter which was also useless, but that was expected for this event.
No love for the poor guy.
Fossil Wiki
I ended up using the Wiki more than the tablet and the notepad, but only for two things: first, the 30 minute game brainstorming.
And coming up with the game’s title
Fun fact: the second best contender for The Sentient Cube title was, indeed, The Artist’s Pornography. I decided against it for an obvious reason.
Unity’s Pre-installed Scripts
Seriously, I ended up using only 2 scripts in the end product: one for the water refraction, and the edge detecting post-image effect. Everything else? Illegibly coded and completely impractical for the game.
Hero: Post Comp Android Build
So I always conceived Hero as a touch device game. Took a few hours to get Android SDK playing nice on Windows 8 but I built an APK and tested it on my nexus device.
If you want to give it a go download and sideload it.
Disclaimer: Untested on other phones, Unity so should be dandy but not tested
Let me know what you think. I was playing around with the idea of expanding it to a more full mobile title but instead I think I will leave it there and move onto other projects I have on the backburner.
The Fair King, Post Mortem and Time Lapse
Sunday, May 5th, 2013 12:00 amI have finally uploaded a time lapse video for my LD26 entry, “The Fair King”. Feel free to watch it here!
For me, Ludum Dare is a chance for me to try something that is out of my usual reality. Game making, art creating, very short deadlines. In keeping with this spirit, I decided that I should move myself outside of my comfort zone, and try a brand new game engine, and a brand new platform. I decided to use libGDX for the first time, and make a game aimed towards the Android platform.
I know that it is not best practice to try out new libraries in the 48 hours alloted by LD, but I wanted this to be a learning experience, so I went ahead with it anyway. Here is the usual “what went well” and “what went poorly” breakdown:
What went well:
- Think 5 ideas, pick the 6th: My game idea became simpler each iteration, until I had an idea simple enough that I could implement in a day.
- Porting to android: LibGDX made porting to android really simple, and it motivates you having your game on a mobile platform
- Image levels: Levels in my game can be stored as images. I used Isopix to work on puzzle levels while I was in the train.
- Version management with Git: I had to rollback the game a few times when I tried to add some functionalities, and Git made it really simple.
What went poorly:
- LibGDX is quirky: You have to use power of 2 textures for portability, the font class is a mess, and different drawing models use y-positive or y-negative axis.
- I’m tired of autotracker: but I haven’t yet learned to properly use any sequencing software for linux. I want to fix this by next LD.
- No playtesting: means that I missed some pretty obvious interface mistakes. For example, I should throw away invalid moves, instead of showing an obvious “lose” screen for these, also it is not obvious where you should begin the line from.
It was fun, and I’m happy with the result. Please give me your opinions here.
The Fair King Submitted!
Sunday, April 28th, 2013 5:10 pmFinally! I have posted my game
I’m kinda sleepwalking and can’t think straight… but I *think* everything is all right. I’ve spend the last 6 or so hours polishing and adding levels. There were still a few things I wanted to add to the game, but it is mostly completed as I imagined.
Making mobile games is kinda fun! libGdx has some very strange bugs and pitfalls, but I will let that for the postMortem.
As for now – I will go get some sleep, and you will go play my game
It’s Playable! Now time to Polish.
Sunday, April 28th, 2013 7:21 amFinally got all the essential functionalities in, and my game is basically playable!
There are 14 levels — on each level you need to draw a line that divides each non-black/white color into exactly half (you can miss by 5% and still clear the stage). At this moment, you can play all the stages.
Now it is time for me to add more polish:
* Music and sound effects
* A level selection screen
* An “about” screen
* Some more cleaning up and improving of the game screen
Please do try and let me know if you have any feedback! These last 12 hours are the best time to fix problems on the game that I can’t find by myself!
Linux/Win/Mac Version: http://claus.castelodelego.org/games/ld26/FairKing.jar
Android Version: http://claus.castelodelego.org/games/ld26/FairKing.apk
Source: https://github.com/caranha/ludum26
Thanks!
(EDIT: some people on Macs have had problem to make it run. If you can give me some info, that would be wonderful)
Gameplay Complete – tech demo ready!
Saturday, April 27th, 2013 12:14 amAfter thinking a bit more about ideas for the Theme, I decided to go with a very simple gameplay mechanic:
You are a fair king, who decided to divide the land between two warring lords. You drag your mouse (or your finger) to draw a line on the land. The goal of the game is to, simply, try to divide the valuable land as closely between the two lords as possible.
This might look trivial, and maybe it is, but now I have plenty of time for polish, music, and a number of levels. If I have the time, I might add an extra mechanic or two to the game.
You can try it here:
Java (all platforms) – Android (a bit slow)
And the code is here:
Git Repository
Checking in! This time with more Android!
Thursday, April 25th, 2013 9:19 amTime for my 5th LD!
This time I’m going back to my origins, and trying to use a library I’ve never really touched before: LibGDX!
I was planning to delay my “I’m in” post until after I had some time to play around with the library, but work got in the way… I’ve managed at least to complete a very simple tutorial, and make sure I could deploy a Desktop and an Android version, so no worries, you WILL be able to play whatever mediocre thing I end up making
Here is the toolchain:
IDE: ADT-Eclipse pack;
Code: LibGDX, versioning with git
Graphics: GIMP, inkscape + {sprite generator, sprite maker, isoPix} (android Apps)
Sounds: bfxr, autotracker, and possibly MuseScore
A word on the android apps: I will have to spend 4 hours on a train, and did some searching on the Playstore for sequencing and drawing apps. I couldn’t find any decent sequencing program, but the three apps mentioned above are quite decent. “Sprite Generator” generates random sprites that could be used as base, or as enemies in a simple shooter. Sprite makes allows the drawing of a simple array of images, and isoPix is a pretty decent image editor. None of these replaces GIMP+Inkscape (maybe Sprite generator does), but they are good in a pinch if you are away from your desktop for an extended period of time.
GLHF everyone!
Sprite Editor/Pixel Editor for Android???
Wednesday, April 24th, 2013 11:10 pmHello LD’ers!
So. Ludum Dare this weekend.
And my girlfriend decides to debut her new band on Sunday. On a town two hours away by train!
So I’m looking at a 4 hour downtime in the commute… In order to not waste this time completely, I was thinking that maybe I could work on the art of my game while on the train.
So any suggestions for a pixel art or sprite editor that works well on an Android Tablet?
(Any other suggestions on LD-related things I could do while stuck on a train for 4 hours welcome!)
Thanks!
Select S.A. First Impressions
Hello folks, today i’ll post a beginning project that I’m working in this last month. They’ll call SELECT S.A., and will be a mix of Missile Command… with reverse screen.
Yeah, that’s a pretty good definition.
The project born in the Ludum Dare with the theme “You are the villain”, and after the event i started the planning, script, test and everything else. In this month I start to code it in AS3 (same code that I used in the LD) and i’m thinking about make this game in Unity because he doen’t work fluently in old android phone.
Alright, that’s not a excuse if the game needs power of processing… but the fact is: the game doesn’t need too many power.
I just think to make this changes after i see the game Gunslugs work very smoothly in my smartphone (an Xperia X10 from 2009). If they make all of the game so nicelly, I have to make some at least similar in my game too, but the fact is: it will be a spend of time. So, I’ll finish this one in as3, and the next ones in UNity or other mobile languages.
Here i’ll let some images of the game until now.
Hello everyone! I am here today to share with you a game that was born here, in the Ludum Dare, as a warmup game, and now I completed it as a fully playable game with everything a real game needs; Achievements, story, infinite mode, unlockable weapons, highscores, etcetera, etcetera!
The original game, formerly ‘Earth Defenders’ was a crappy minigame I made as a warmup for my first Ludum Dare, under an interesting mechanic: A 360º Space invaders twisted clone. at the moment with my little game design skills and motivation it ended up being fun, but not fun nough, and definately not as pleasant!
So, three months ago and three years after that initial minigame I decided to completely remake it from scratch, I dumped every bit of that old minigame and started writing this new, enhanced version of it, with High definition graphics, a touch-screen friendly interface, and cross-platform. The result was Earth Defenders HD, and it is now complete
You can obviously play it on Google Play for free here:
Enjoy it and dont forget to share it with your friends, thanks everyone!
Close My Side now on Android!

My first Android game in my live! Thanks Ludume Dare for this!
You can download game on game page HERE
Thanks!
Egypt Wizard now available in the stores!
Egypt Wizard is now available in the following apps markets:
* Apple AppStore
* BlackBerry AppWorld
* Google Play [Android Market]
here you can find a resume of the development process.
Promo video:
Panda7 game finished! 10 minutes over deadline.
Panda7, my October challenge game is finally finished. Sort of.
I started on 1st October and finished 10 minutes into the 1st of November.
This is the first game I’ve completed and by completed I mean the first game I’ve gotten to a decent playable state.
On Development
- Splitting everything into Controller / Input / View.
- Moving all my sprite sheet slices and their destination rectangles into a single class. A class made up of nothing but static fields and methods.
- Game Logic got re-written a few times. It finally found it’s home in a method that returns after each successful logic execution. Gave my game that staggered one after the other effect.
- Removing my event system. The game was too small for an event system and the game logic also doesn’t traditionally run like a normal game. It only executes bit of logic per update (my normal games execute all logic)
- There are a gazillion different versions
- There are a gazillion different screen resolutions
- There are a gazillion different screen aspect ratios
- All 3 of these are common
Avoider is done!
Tuesday, October 30th, 2012 3:39 pmActually it was finished yesterday, but I’ve just submitted it to the site today.
Here’s the links if you just can’t wait: http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=5267 https://play.google.com/store/apps/details?id=com.jacobwgames.avoider.Avoider
The game was made with Haxe + NME + HaxePunk, a great combo. I’m working on getting some other versions built. Specifically: Linux and Windows. Mac and iOS might come eventually.
Anyway, I’m really excited, and I’d appreciate it if you took a look at my game.
Android Testing
Sunday, October 14th, 2012 2:00 pmMy game, Avoider nears completion, I need people to test it. The details and download link are over here: https://jacobwgames.wordpress.com/2012/10/14/avoider-android-test/
I’d appreciate it if you let me know what you think!
I also got my Google Play account set up, so I’m ready to distribute the game when it is done.
Current progress, two days after

I was travelling throught Spain, meanwhile in the bus I have drawed the things I wanted to do after.
These are the results:
* A new logo of XIXGAMES for the game intro:
* New doors game system, until you kill the mobs around you cant pass to the next room (today I replayed “No More Heroes” for PS3 and this people use the same , ah, guys from Darksiders do this trick also
)

* A new intro, first show the XIXGAMES logo, then run three animations in 3D with a particle system and another in 2D for the play buttons.
* Magic and physicial Combat systems are more efficient now, there is a new spell also (icebolt). Player can die now XD and return to the menu very fast. There are new sound fx also, when you get hitted and new sounds for the spells also, there is a random sound for repeated tasks. Damage is calculated this way:
-- Compute damage with armor and so on
local nResist = 1.0 - this.Resistance ( )/100.0
local damage = magicalPower * nResist
this.health ( this.health ( ) - damage )
* Added a chest system based on proximity sensors, it works like the Dungeon Hunter (iOS), when you are near a chest, the physical attack button change to a button with a opened chest, I’m working on this now
* Scene loading mechanics, thanks to Davit Masia, who made me the Loading Screen and help me choose the right font for the title
* Camera movement with touch support: this part was a little bit hard to accomplish because of the current Camera Script had already touch controls and rotations in x,y,z
Things to be added:
- more mobs
- two scenes with 2 simple gameplays
- level up mechanics
- final bosses!
This is a video from Pc (Windows 7) this time:






















