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Pulsix - Android demo proj

Posted: Thu Aug 02, 2012 6:54 pm
by Lupo
Hi all,

Just a little project to test ZGE on Android. Its an early build.

Just make the pods reach the core, tap and drag to control them and avoid the obstacles.

Regards.

Posted: Thu Aug 02, 2012 11:17 pm
by y offs et
got potential.

.exe
1) I think you need some kind of emitter on left instead of appearing from off screen. When the obstacles get over near the left, you have no chance to dodge.

2) After you do a dodge move, it seems a long time before you are able to induce another dodge.

3) Level up num. doesn't change.

.apk on the phone
1) the objects step rather than flow across the screen, with the previous step still visible. It's like one object splits into two half alpha objects with the rear catching up to the front and making full alpha again for a sec.

Posted: Fri Aug 03, 2012 1:56 pm
by Lupo
Thanks y offs et!

You're right, I'm working on that.

On Android the sound does not start right away it just delay a little and then plays, is it that ok or I'm doing something wrong?

Posted: Fri Aug 03, 2012 3:02 pm
by VilleK
Hi Lupo,

I like the minimalistic art style :) Don't know if these are placeholder graphics but I like it anyway.

Android audio playback have high latency because of limitations with Android 2.2. How long delay depends on the device. On some devices it is almost not noticeable. I will later try to use 2.3 audio output instead that promises low latency.

Posted: Fri Aug 03, 2012 6:03 pm
by Lupo
Thanks Ville for your support and comments. is it possible to do something to workaround the sounds?

They are wip graphics, but I'm a minimalist myself :)

New version:
- make a safe zone for pods to appear (thanks y off set).
- more speed for the pods to switch lanes.
- improved responsiviness when select a pod again (thanks y off set).
- when you finish a level, the level number is updated (thanks y off set).
- now you have bar to fill in order to level up.


(its incredible how fast I develop using ZGE, you realize this when you stop using it for a while and then you comeback).

Posted: Fri Aug 03, 2012 7:46 pm
by y offs et
Oooh! You've made it tougher. I thought I was doing OK until I realized a score penalty also on collision. Maybe a bit too tough.

On the phone is still odd quiver animation. By the way the game restarts on it's own without a touch, it's something in the main update.

I think you may need to reset your variables on game end. Each game seems to have different collision amounts.

Posted: Sat Aug 04, 2012 1:40 pm
by jph_wacheski
I like the graphics,. minimal can be very beautiful when done well.

This is a good simple game, easy to figure out and play,. but gets hectic quickly!

Posted: Wed Aug 08, 2012 1:18 pm
by Lupo
Hi,

New version:
- improvement on tapping-dragging.
- each pod color has his speed, score and sound.
- fixed error on level transition.
- all the bmps are now generated (smaller file).

Questions:
- On the top center of the screen is the fps (topped on 30), all your devices reach that?
- Is it too noisy?
- A friend(woman) think its a "fecundation game" (pod=sperm :( ), maybe I need to rework gfx a little. :)

Thanks for your help/support.

Posted: Wed Aug 08, 2012 3:23 pm
by y offs et
previously posted problems are still present.

Posted: Wed Aug 08, 2012 3:25 pm
by VilleK
Hi Lupo,

It is static on 30 fps but on one of my devices I'm getting a flickering screen effect that I think could be because of the fixed frame rate. I suggest you try keeping it at default setting instead.

Hah, yes I can see how your friend made that connection now that you mention it :)

/V

Posted: Thu Aug 09, 2012 7:57 pm
by Lupo
Thanks for the beta-testing/suggestions/corrections.

New version.
- added dotted tracks.
- the dots reacts to pods (no more pod's trails).
- change to frame rate to default (sync with monitor).
- tried to fix y-off-set issues.

How can I made the velocity independent of fps?
On the main screen, when you finish a game, the game waits for a click/tap (keypress=={), but sometimes, it changes the game states, its just like some taps get buffered?

how many fps you guys get on your devices, mine is 59~ (a chinese generic 7" tablet ARMv7+Mail400 I think)

Posted: Fri Aug 10, 2012 4:15 pm
by y offs et
I'd say it plays better now. The graphics on the phone are good now.

The problem of an application "banking" key presses is not a new one. I have the same problem with an app I wrote in java for android, which I haven't solved yet.

On the phone it's really difficult to get the pods to move by finger. Probably your "circle of activation" has scaled down to quite small. I have a better experience using a stylus, which is like using a mouse cursor. On being scaled up for a tablet, I'm sure the finger can find the pods a lot easier. Don't have a solution suggestion.