Posts Tagged ‘android’
Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.
The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious
More info at the game’s page on my site: http://paulsburgess.co.uk/stargazing/
I finally did it! I released a game!
Going back a little. Last year, I wanted to participate in October Challenge. I had just discovered the goodness of Unity3D and was eager to make a nice little game and market it to the mobile platforms. But, as I started working, classes also started and the game went from and idea to a paper and got left in a drawer.
Some time later ( August this year ), I started to make a whack-a-mole game for my nephews, which they liked ( obviously, because they’re kids, and they love to mess with gadgets ). The whack-a-mole game turned out to change its gameplay to a memory game, a tile based memory game. I was working on it, and made a development plan on Trello, so I could really follow it, with deadlines and everything ( which is important to keep the pace going ). So between university, work, and part-time indie development, a month later I had a playable demo and a deadline in mid-september.
After subcontracting friends and unknown guys online, to make me game art and compose music, I had something kinda nice! But i still had to push the release a few weeks, because I couldn’t work all the time I wanted per day.. There were days that I would work 16h or more. After all that, in my daily blog surfing, I came to LD and saw that the October Challenge was up, once more! Good news! I was already in the finishing line, so no excuses this time! Last few weeks, were polishing, fixing bugs, polishing, fixing bugs, play testing, gathering feedback.
Finally I was able to submit the game to Google Play 3 days ago! Yay! And I got 2, $0.99 sales! So technically, I’m good for October Challenge, I’ve made my first dollar. Although I invested more money to be a Android/WP/Apple developer. But now I’m promoting the game so hopefully I’ll get my first positive balance in some weeks. I will also be releasing the game for iOS and Windows Phone in the next 3 weeks.
Here’s a trailer of the game.
Hope you liked it. I hope you also got to make a game and your first dollar.
Here’s a link to Google Play
Please share it with whoever you know, the more the merrier, its hard to get noticed on Google play. Help a indie out
Well, my October Challenge is now complete.
I made a prototype, as part of an impromptu three hour Bret Hudson Midweek Jam. And then I thought “this would work really well with a touchscreen”, and spent the rest of the month porting it to Android and then expanding and polishing.
And so, it’s now available for £0.69 (or equivalent in your preferred currency), on the Google Play android app store:
After a few hours on the market, I’ve made $1.55 net income. If the October Challenge is about making $1 income, then I think we can call this a resounding success. If it’s about $1 *profit*, then I’ve still got quite a way to go before making back my $25 Google developer registration fee – but I think I can safely ignore that minor mathematical quibble and just claim this as a win.
The game itself: you have a slowly spinning hexagon, and a constant stream of falling blocks. Poke groups of three or more of the same colour, to make them vanish and get points. Don’t let your hexagon fill up. Give it a look, let me know what you think.
Hey guys, I just wanted to mention my game which I have been working on for the October Challenge 2013. Two weeks ago I was working on a puzzle combat game for android, Tank Tank: The Tankening. The project was going well but it was taking allot of time to develop the large number of levels I needed. So in order to get a product out for the holiday season I decided to switch my focus to a new, smaller game.
Emergency Landing Disaster is my take on mobile flight simulation. Allot of the current flight games on Google Play feature little to no flight realism, and instead use clumsy physics and movement systems. After coming across a new Unity plugin called UnityFS, I was shocked to realize how easily it would be to bring realistic flight to mobile, and how much fun I would have doing it.
My plan is to create 10 crash scenarios and develop a fun and intriguing game for flight enthusiasts and action 3D gamers. It will be a free title, so my monetization method is Admob smartbanner ads which I never show during game-play. I also hope to add Unity Cloud with interstitial ads for the load-screen; whenever the service matures from private beta.
It’s been a little over a year now since i’ve been making video games. Though, in one way or another, I’ve been makin em far back as I remember.(I can still remember some of the rule sets I had for my legos, and chess modifications. )
Last October, I read about the october challenge, and though not ready for it yet, I pored through all of the resources available to me sayin, one day, one day. that day came several months later, after I decided to work on a game for a month straight, and to put it
on a market shortly after. the result was a touch based android game where you kept your finger on the screen, dodging blades and collecting coins. I had a good 10 levels, and spent some time polishing it the best my beginner gimp skills allowed. I began by submitting it to the google play store, thinking i’d put it up for free, then if people liked it I could simply raise the price higher, I later learned that wasn’t the case, and learned a lesson there. “You cannot raise the price of a item on the google play store, only lower it.” But I didn’t stop there, I submitted to all the market places I could find, “amazon, opera,slide.me, and several others.” most of the markets, I learned, don’t give you the greatest exposure. It was then i read something about samsung’s 100% indie program and began the process of submitting with them.
I began my communication with 100% indie’s customer support, and they were very responsive and helpful with getting my game published. However, I was used to submitting my game and having it show up instantly in the market place, The submission process took a week,I got my app back rejected, with a report telling me that it wouldnt be supported by a list of tablets, I almost quit, but I didn’t. I loaded up the website to resubmit, and only submitted it for the devices it would support. I waited another week, I got my app back, rejected. this time the message was that the game was broken due to the fact that when a finger was removed from the screen the level quit. I almost quit, and shelved the game. But I didn’t. Due to this being a gameplay mechanic explained in the opening screen, I sent them an email explaining the confusion, and yanno what? A coupla days later, my app was approved, and copies were (by my standards) “Flying off the shelf.”
I felt a feeling of success nothing in life had made me feel, though I didn’t quit my job quite yet,(that would come later.)
I felt like this could be something I wanted to do full time, though over the course of several months, sales plummeted
leaving my grand total around $40 …$40!!! I had set out to make one dollar, and I smashed the goal. But all too quickly,
It wasn’t enough.
The months rolled on, and eventually tensions mounted at my employer, I found myself quickly unemployed. No problem I thought to myself I can fund my family making games, (Can I?). several little jam games later(1 took 3rd place and won me 25$!), october rolled around, and I thought to myself, ok. Time to do something serious and commercial. Working with a little prototype I developed, I started putting together “Super Pixel Ball” A cross between Marble Madness, and 2d platformers, with slippery marble controls, you make your way thru levels while avoiding obstacles. I’ve got ten levels done so far, and as with my previous release I’m releasing it free/pay as you want. the plan is to keep it that way thru development, then when it’s finished I suppose I’ll survey the players to get a good price point. The first day I announced it I got a couple preorders, So I can say my october challenge this year has been completed, but that would be lazy, So I made 40$ on my first october challenge, I hope 100$ isn’t too high
of a bar to set, only time will tell!
I’m amazed how much I’ve learned in such a short time, and will continue to keep pressing on with my delusions of grandeur of being a full time self sufficient independent games developer. I’d like to share with you just a couple of imb portant things I’ve learned in the last year on being profitable.
1: Don’t Give up! : No matter how many times i’ve felt like it in the last year this insatiable addiction to keep churning out games is unstoppable,It only stands to reason that if at any one of those times I had quit making games, then i would not be 70$ richer as I am today.
2:Ask for money. You will never make any money as a game developer if you don’t sell your games right? There are a great number of markets out there, go out there and submit!
3:Talk to people. There are SO many opportunities you can find by just gettin out of your head and talking to other like minded gamedev folks, also good friends are worth > $$!
I’ve been trying to make games commercially for goin on 5 months now, and more than anything in the world, I’d like a
paying job as a game developer, sometimes I ask myself, “Do I have a snowballs chance in hell?” . Well as most people tell me,
I probably don’t, but i’ll be damned if I ever stop tryin.
Thats bout all I got for now, please post any other tips for becoming a lucrative game developer in the comments
Dont get Cut! Free on Google Play:
Don’t Get Cut! 1$ on samsung app store:
Super Pixel Ball Free(web Version) on gamejolt.com:
Super Pixel Ball Pay as you want :
I’ve spent the past few weeks off and on porting it over from Flash to Unity and also improving the gameplay a bit, polishing the visuals, and adding things like Google Play Leaderboards and Achievements.
Squeezed Out! is a fast paced skill game that gets very challenging quickly! The goal is to earn the most points by surviving as long as you can.
To play you simply tap on the left and right sides of the screen to move left and right, but stay away from the falling blocks! The smaller the gap you pass through, the more points you are rewarded.
Here’s a super quick gameplay trailer:
Once I make sure it is working well, I’ll be pushing out an iOS build for iPhone and iPad.
If you happen to check it out and like it, I could always use ratings/reviews and I welcome all feedback in the comments below, thanks!
Since Ludum Dare 25 (December 2012), I’ve been chipping away at making the 48hour version of Terra Forma into an actual game. I’ve improved the graphics and user interface, added 60+ levels, more block types, an online editor, and online community levels. The PC version of the game was released in early August followed by the Android version just before September. The iOS version has been submitted to the Apple store and is currently awaiting approval. Many thanks to the Unity engine for making multi-platform deployment much less painful, and to Ludum Dare for birthing new game ideas through the competition. Check out more info about Terra Forma along with a playable web demo here.
Just also released the post-mortem version of my entry Logic Bomb in Google’s Play Store! Grab it while it’s still hot:
I did many changes especially to the level generator – the levels are now a lot more challenging. I also added a tutorial for people that are not so familiar with bomb defusion and logic gates
Here is the original LD#48 entry: Logic Bomb
Attention Humans! Anachronic Design’s ‘Got time for that?’ is now available for Android on Google Play.
Please act accordingly.
All earthlings who download the game will be
spared appreciated. Have a good night.
3 minutes to end, and we done the entry to LD 27!
Thanks to Gian, Daniel, Luana, Emerson and Bruno.
This is our entry: Link to Entry
Sorry by the resolution, but this time only works fine in 800 x 480 px.
Yay, managed to submit my entry! … barely. Please play it here.
This time around, I only had a satisfactory prototype at the 40 hour mark. I barely had time to create the Menu/Game Over/Help/About screens, and a lot of very interesting eye-candy I was planning for the game had to be cut (or at least postponed to post-compo version).
This was because of a bad mix of work on weekends + me thinking about the code from the wrong direction. Once I managed to fix both of these, I had already used a very large chunk of time.
But I think the end result was quite fun. And I even managed to get some friends to play test my game and find some bugs. Now is your turn!
Congratulations to all of you for finishing another LD!
This is it! My name is Elison Rissatto. Let’s go, my second participation in the event. Now the deal is a completed game! I’m here in PUCPR University!
Language: Java (just code, no ready engines)
The team so far is (some PUCPR University guys):
rissatto – dev
giancarlo – dev
daniel – art
Good luck to everyone, and sorry for my poor English (BR BR HUEHUEHUE),
Argh, life got in the way, and just now I had time to write an “I’m in” post. I’ve been participating since LD24, and this time it won’t be different. The timezone for LD is just perfect for me: The compo starts 10:00AM my time on Saturday (Tokyo) and goes until 10:00AM Monday – Already took the day off work that day .
The only snag will be a school event that will take 3-4 hours Saturday afternoon. I will try to use that time to do some game designing.
Anyway, tool call:
Graphics: Gimp + Inkscape + my handy WACOM tablet. If the game design calls for it I might use a cool android-based random sprite generator that I found these days.
Sounds: BFXR + possibly a voice synthesizer.
Music: Probably I’m just going to go with Autotracker , even though I can now recognize an autotracker-bu generated song by smell If I have the time and inclination I might try to compose something using the dozens upon dozens of trackers that I have tested over the months, but every time I’ve tried to do so it ended in utter disaster
Here is my base code (right now it is just some empty classes for handling state changing and asset loading). Good Luck and have fun everyone!
Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.
I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.
My entries to LD25 (Under a bloody sky) and LD26 (Not Complex) now have touch support, and work properly on my Nexus 4 Android device. Those two project use WebGL so few thing where realy necessary to make them working. For an unknown reason,, “Not complex” only work with firefox, not with chrome. It’s the same with every THREE.JS samples i could test.
“Under a bloody sky” use the framework PlayCanvas, and was very very simple to port. In fact, nothing needed changes except adding touch control. It work on Firefox beta and Chrome on my Nexus 4. The layout is prety simple, with only one touch event supported, dragging horizontaly will rotate the camera, and if you are above half the screen, you will go forward, and below 1/4 you will go backward.
“Not complex” was, well, not so simple to port. First, chrome doesnt seem to handle THREE.JS webgl, and some graphics bugs were visible in Firefox (changing an alpha value from 0 to 1 magicaly fixed it) and the control are a lot more complex. I also needed to attach keyboard event receiver to document, and touch event to the welGL canvas to make it work properly.
The controls use two distinct hidden zone. When the mobile is vertical, it’s the top and bottom, while horizontal use left and right, so you can put your left thumb and your right index. Draging on the bottom/left zone will make the character start moving in the specified direction, and tapping will make the character jump. The top/right zone make camera rotate by dragging, and tapping will make the character punching. The control are a little bit slugish for now, mainly with the jump, and it realy need a GUI to be user friendly.
Here is a small abstract of the layout for “Under a bloody sky” and “Not complex” horizontal and vertical.
If you have any advice or tips about touch handle and layout, it’s realy wellcome.
I have finally finished the post-compo version of my LD26 game, “The Fair King”. Please give it a whirl! (Click on the image to go to the Google Play Store link)
In this version I largely improved the user input (now the game will be smart about throwing away failed lines, for example), and did a bunch of minor polish changes. Feedback is appreciated! I already got some from my first users — I never thought that the “select your stage” menu was non-obvious! Many people thought the game was broken because they didn’t know they had to select a stage to start playing.
If you want to play the desktop version, you can go directly to the game’s page in my blog. Or check the post-compo link in the submission page.
Thanks all, and see you on LD27!
Here you can see the video taken from a Pre-Alpha version:
Recommended wacth on full HD to see better all details/effects
The game is still in development and will be released “When it’s done” but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.
Nedd more info? check this links:
So, I’m working on the post-compo version of my LD26 game: The Fair King.
One of the problems I’m trying to solve is that the game’s fonts look really shitty on android. Take a look at the original version, linked above, for the desktop and then take a look at the new android version here.
All the fonts in the game look flimsy and ugly, even when I tried to make them bolder (in the “Help” pages). The fonts look much better in my computer.
Does anyone have some suggestion on how I can improve this?
Thanks a lot!
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:
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
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!.