We are sending it an Indie game Dev competition really soon!!!!
Contact us if you are interested!
Get it here and let us know. I made it with Citrus Engine + Box2D!!!!
Sorry, I hate bugs:D otherwise it looks nice;)
Sorry the game is full of bugs.:D
Lots of improvements and polish, but I still find it too difficult to play. Sorry.
EDIT: To be more constructive - I find the concept of "drag to move and tap again at exact tiny spot to shoot" to be a lot of work.
Well be constructive! What is akward?
There is a help section that shows you how to play.
cool. runs nice on my HTC one. you use feathers for the menus?
thanks.vyeah I do. I'm still learning how to use it and skin it.
will improve it soon. when the game enters the market.
did you play it hd or low def?
Hm strange, i could play the last version you posted but now it's leaving the app during the loading screen. I have a google nexus s, so it's not the fastest one...
edit: wow it's 50mb, that's big...
I played the high def version.
it is 33MB....
the game has assets for 6 levels and 8 audio tracks + 20 fx ... is not a simple little game behind.
but it is well optimized. if can be done with code i can avoid duplicated assets or audio.
Macaan, what phone do you have? It might be crashing due lack of vram? or some other apps that is asking for attention constantly...
You mean all the assets are loaded even when they are not used (all assets for the 6 levels) ?
I'm finishing a app that is 120M but runs at a steady 12 to 15M top. You might consider managing your assets in a better way to save CPU and RAM. Or is it that you are not loading anything externally, it's all in to start with (which is not very optimal).
No, i mean that 33MB for APK.
The assets are loaded ad-hoc. Stage 1 and 2 share assets for example and it loads before playing those levels... it is quite ovbious as you see the loading screen, which is really loading assets.. then it loads another set of assets for 3 and 4, and then for 5 and 6. What I don't do is unloading assets. Whenever I hit a wall with memory I will start diposing texture atlas. I didn't think it was that important tho...
Im making mipmaps by default, perhaps I should disable this option?
Sorry I didn't try your game so I didn't know. not using mipmap would save you some VRAM. If you don't dispose your texture and textureatlas they accumulate and might reach the VRAM limit causing a crash. If many user experience crashes you'll have to dispose what you don't use and reload them later. Try to keep the RAM use as low as possible also. Get rid of what you don't use and reload later. With desktop app it's often a good idea to pool and keep object in memory, with mobile devices not so much since all resources are limited.
Yeah ok makes sense but... if this is happening in first load, it doesn't make sense...
Im checking some events now , it might be listening some deactivate events and the game exits...
A crash is not always a VRAM issue. Since you said your are loading at that point only what you need to start then I guess there's no real VRAM optimization to do at this point unless you want to reduce asset size.
Yeah asset is pretty small as well. IT only has a fairly small loading image and a very small bit rotating...
i have a google nexus s (from samsung)
CPU 1 GHz single-core ARM Cortex-A8
GPU 200 MHz PowerVR SGX 540 GPU
Memory 512 MB RAM (split 128MB GPU / 384MB OS)
it happens after the required first restart, the loading screen is shown a few seconds than the app quits
Ok then you might be hitting max texture limits... That is... 2 images of 2048 x 2048.
At loading it gets
Game normally uses about 150MB vRAM. And that is with just the minimum assets... Or... Maybe I have to work something out and remove the intro screen images when starting the game.
For start Im going to reduce the loading assets and make it a very small image to load.
512x512 instead of 2048X2048...
I will upload a new version in a moment.. it wont have any mipmaps and this asset is a lot smaller.
Are you using ATF (RGBA)?
No, I looked at that format but the fact thatim constantly generating assets (tweaking) adding an extra step was not on top of my priorities...
Is it worth it?
Yeah it's worth it. It gives you the possibility to fine tune your assets quality and file size precisely (you could keep a 2048x2048 texture but slightly reduce it's quality to reduce file size), it loads faster, it reduces CPU and RAM use. For example I use a bunch of 2048x2048 png that are about 200k and once in ATF with mipmap off and quality of 35 (no compression) I get an ATF of about 80k.
cool game, and runs fine on nexus 7,
I only found a bug when I try to go to the credits, I don't remember what I did to get rid of it (maybe pressed the back button on the device) but then I had two menus on top of each other and couldn't get rid of the topmost one.
Also lists have nothing under them so you can see the game when you scroll too far up or too far down but I guess this is too obvious for you to have missed.
I have reduced 2 pngs from 2048 on both to 514 and 1024...
I cant reduce the others as they are bigger than 1024...
I have removed mipmaps. And I will be uploading a new version in a moment... I'm adding the game over screen
Ok, I will look into ATF textures...
I will check that feathers menu bug too...
Ok I have uploaded it. Please try it again with the phones that didn't work. It uses a lot less memory!
Let me know please!
Hey, unfortunately it didn't change anything on my phone.. But it's still an old one.
Ok I have implemented atf textures
. thar made a difference in some phones... ill post the link soon
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