Finally got it finished...
G.Storm
http://goo.gl/gPLpxY
Appreciate any Android installs and reviews...
:booze:
I have just installed it & gave it a go. There are a few problems however & thought I would post them here rather than on the Store.
1st thing I noticed is the graphics flicker occasionally, like your name at the bottom on the menu screen flashes briefly when the text above saying "power ups" etc changes & the same goes when playing in that a line of aliens sometimes flickers. It generally doesn't seem as smooth as the PC version you posted with what looks like frame skips from time to time.
2nd thing is sound lags sometimes, for example when starting a new game I can press fire & either the sound is skipped or played about 1/4-1/2 a second later. Also the menu screen seems to lag sometimes in that I have to press play a few times before the game actually starts.
I tested it on my phone which is a Xperia Z (CPU Quad-core 1.5 GHz Krait, GPU Adreno 320) running Android 4.3. The screen scales to full screen no problem (the phone is full 1920x1080 HD) which is good otherwise it would be a tiny square on the screen :D.
One idea if you could implement it & is more of a personal preference would be a landscape mode with the controls either side of the playfield. Like I said that is a personal preference as practically every game I play I do so in landscape as it's more comfortable holding the phone that way playing, also visually seems more natural as handheld consoles/PC's/TV's etc are laid out that way.
Lee
Sound lag is a sdl mixer issue, not glbasic. There is a alternative sound functions in androids extras eventuelly. Howover Often app restart works. Also it's mostly happens on very short samples, which I'm experimented that in karma Miwa. Here I'm just added few silent sample to the file for the problem file.
I'm test your game soon and also inapp too with real money.
Ps. If you see normal draw commands for scan line, that can been why it's flickers. Not all android devices like them. Uses polyvector instead for emulate that.
Thanks Fuzzy!
Appreciate the feedback...
I will look into those flickers asap...I did notice the sound sometimes has a loading problem?! Not sure...but will sort that also...
I had to reduce the frame rate to 30 FPS for mobile (which is quite fine) as PC will always run the pants off a mobile device...even my nexus 7 ii - due to larger screen area in pixels can be sluggish...
Thks again,
I will pm u when i sort those out... ;-)
Quote from: spacefractal on 2014-Jan-08
Sound lag is a sdl mixer issue, not glbasic. There is a alternative sound functions in androids extras eventuelly. Howover Often app restart works. Also it's mostly happens on very short samples, which I'm experimented that in karma Miwa. Here I'm just added few silent sample to the file for the problem file.
I'm test your game soon and also inapp too with real money.
Thanks SF,
I did recall someone saying this about the sound problems before...
It looks like a loading issue - maybe something can be done to help it along?!
I will try loading them twice over each other...since a restart fixes the issue maybe that will work...?
I'm aware the sound issue is SDL related & that's why I posted it here rather than the play store. Trouble is the general public do not know or care what the problem is caused by & before you know it there's a list of low reviews which ends up scaring people off. :'(
Lee
Its a mixer issue, not a loading issue.
First at all, you can try to LOADSOUND with more than one buffer to avoid sound skipping. On very short sounds (those under half secs), try to add some silent sound end in the wav file (its was that im did to fixed on some wav files in my game on a similar sound skipping issues). So SDL mixer seen not liking very short samples.
PS. Have not seen the game, but it need to wait tomorrow, but im WILL test the game. Its really looks very nice.
PPS. Your game has a v0.008, im guess its should have been v1.0 (game is released)? You can fix that in android:versionName in AndroidManifest.xml.
Okay - just with testing with bluestacks my initial load with sound distortion is gone now...
;-)
I dont know if its just coincidence or not but I loaded the loads twice to the same ids and the second time I put delays in millisecs before each loadsound...that seemed to do the job for now...
I defo do notice a flicker now that fuzzy put it in my head...so i will investigate that next and try to get that resolved!
Fun and games!
I share fuzzy70´s points.
Also have a few more of my own.
1- when a stage starts, ship is frozen while the aliens descend in place. Here you could let the main ship move left and right (no shooting). It gets a bit confusin if touch is actually working.
2- when game is over, I noticed it takes a while for the menu button to be available for click, here you could use an on screen timer to feedback the player.
3- there could be more different attack patterns on the enemies between stages.
I´m running it on a note II. It scales fine.
Thanks Erico!
1- I think I can easily allow left / right movement for that time...I was going for arcade feel and they usually froze the player when play was stopped either a big baddie or next stage load etc...
2 - I will look into this ... am not fully sure why this occurs...will check it out some more.
3 - I may look at that for an update. My next main update is to get a high score table working. ;-)
its worked nice here and sound worked also nice, even there was no shoot sound at all. Game its self is nice, and its also scaling nice too without trouble on my Samsung Tab 2.
Howover there was few issues on first impression:
1 Remove the "Purchase for 3 lives" middle in the gameplay. That is very annoying and distracting from the gameplay. Its too much like a "demo", not a "free" game, when you got a impression of a free game. To fix that, just put that text soon you die and delay that section a little bit. That would works better, due its outside the gameplay. Howover im do like the idea behind one life in the free/demo version and 3/5 lives in the purchased version.
2. Pressing on the menu button dosent allways works. Im one time, im pressed so many times on it, so im quited the game instead (accidently pressed on Menu button). Property the exit button should not been behind the menu button.
3. This game is vertical, im thinks should keep this as a vertical game, since its was designed like that.
Thanks SF , did the purchase work okay for u too?
Also , I think ur right I will take out the 3 lives text
Quote from: MrPlow on 2014-Jan-10
Also , I think ur right I will take out the 3 lives text
I agree with that opinion too. you may use it on the game over screen, will do better.
I'm was just a bit annoyed on the text, but I'm would not mind that on gameover screen. So im thinks that is need to get working first.
Thanks SF,
New version (1.13) should be on play store soon... added those changes and fixed menu buttons!! ;-)
All seems to work as expected...now for some exposure...anyone got the Holy Grail of Android promotion?!
first now im have possible to test it again (im was on vaccation last week).
Im like that way the free version now works. You could still uses "Purchase for 3 lives" etc on the gameover screen if you want.
The inapp purchase do also works nice too.
Its was tested on a HP Touchpad with Android Version 4.2.2 this time.
Thanks SF,
I was asked to add Gamepad support to the game.
So trying to figure out the Game controller piece for Android Extras.
both game controller you have made works pretty much good. The only im have say its a bit wacky when you shoot or not on the slide method. etc some marking or something. But its a little details that dosent destroy the game at all. Its very very minor thing.
For gamepad im have supported OUYA, PS3 and Xbox controllers out of the box. Rest you need to checkout the remap variable when its got some message. Originally its was for OUYA, but should works on normal devices too. All controllers relative thing is in the GameControllers$ function.