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Author Topic: [Android] Gem Lords  (Read 1171 times)

yarr

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[Android] Gem Lords
« on: March 11, 2014, 02:19:05 am »

Hey Bay12,

I recently finished my Android Game project (not really finished, but ready to show off). Anyway, I'm still looking for feedback/testers so I'm asking you to download and try this :). It's basically a "standard" match 3 type game but you also collect items upon advancing through the episodes to win easier. It's not as hard as dwarf fortress (duh) but it shouldn't be too easy either (I hope).

Screen
Spoiler (click to show/hide)

Play store link

Thank you if you try this.

PS: Not sure if an Android game really has a place here in Other Games, but it said in Creative Projects that video game projects also work here, so I'll try my luck :)
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alexandertnt

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Re: [Android] Gem Lords
« Reply #1 on: March 11, 2014, 05:00:27 am »

THANK YOU SO MUCH for putting unedited images of the game in the play store. Its unbelievably annoying when developers take a screen shot, shrink it, rotate it, place 3 other shots in the same image and shove bold font text over the top so you can't actually see the game You get points just for that.

Anyway, you may want to get different gem sprites for each of the coloured gems. I think it would add a bit of variety to the gem grid.


I think the general concensus is that personal game projects can go in either Other Games or Creative projects, and I can't see anything wrong with having mobile games in Other Games.
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yarr

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Re: [Android] Gem Lords
« Reply #2 on: March 11, 2014, 09:30:31 am »

Edit: Pointless Play Store rant removed.

About the different gems:
A friend of mine did the gems, I think they're good, but, yea, a little bit of variation wouldn't hurt. Unfortunately I'm really not much of an artist so I probably have to ask him again :D

Anyway, thanks for trying the game. I'll see what I can do about the gems :)
« Last Edit: March 11, 2014, 04:13:02 pm by yarr »
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sambojin

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Re: [Android] Gem Lords
« Reply #3 on: March 11, 2014, 06:29:04 pm »

Downloaded fine. Installed fine. Crashed at the loading screen. I get sound for about 5 seconds (ominous loading sound), a slightly off centre picture of a skull with "Loading....." on it, then it crashes.

There is an error message that pops up for about 1/10th of a second, but I don't have time to read it. Possibly the words unexpected and manager in there somewhere.

The uninstall procedure worked fine. I'll try it on another Android shortly.

It might be a resolution or memory problem. This was on a Samsung Galaxy Ace, which is fairly low res and spec.

What language/development platform did you make it in?
« Last Edit: March 11, 2014, 06:40:43 pm by sambojin »
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sambojin

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Re: [Android] Gem Lords
« Reply #4 on: March 11, 2014, 06:53:27 pm »

Same result on a Samsung Galaxy Y Duos, except there was no noticeable error message and the battery vibrated once during loading and twice on final crash.

Yes, I have some crappy phones.

Is there anywhere in particular that it'd dump an error report? I don't feel like trawling through android's directories looking for it, but I'd be happy to share it with you if you could tell me where it is. I use ES File Explorer, so I can generally twaddle around with any files I want, but I have no idea where it will be located in the file system.

Still thinking that it's a graphics resolution problem though (a slight offset of the loading screen and I noticed a res change just before crash once). How hard is it to scale the graphics/interface? The resolution on my galaxy ace is 320x480, 270mb of ram (with 80-150mb free at any given time). A Samsung Galaxy Ace s5830v if it helps any, Australian version (though they're common as muck worldwide).

Oh, it's running Android 2.3.6 (Gingerbread), with the Playstore saying it needs 2.0 up. Maybe incorrect?

edit: lot'sa edits. Just trying to describe that platform it didn't run under so yarr knows. Might be an easy fix or a store page update required.
« Last Edit: March 11, 2014, 09:07:14 pm by sambojin »
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yarr

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Re: [Android] Gem Lords
« Reply #5 on: March 12, 2014, 02:04:00 am »

Thanks for that. Finally a crash report. I'm not sure if it has to do with the resolution but I'll try to look into it.

The "lowest" I tried to run it on was like a Galaxy S3 mini. Looks like I have to try older phones, I have one somewhere. I'll try to find it and fix the problem :)

Edit: For an actual error message, as this game does no logging whatsoever, you'd have to install something like Catlog, it'd print out the error message there, but I just found my terribly old phone, which I'll try now :D

Edit2: Ok the phone is an old Wildfire S and the game works there :o

Edit3: From what I can find out on the net your device should support OpenGL ES 2.0, so the game *should* work...Hmmm

Edit4: The offcenter-skull and the ominous loading sound is correct, that's just how it looks while it's loading ;) So it shouldn't be a graphics-scaling problem. The wildfire S has the same resolution so that's not the problem. Not sure what's the problem here (yet)
« Last Edit: March 12, 2014, 02:29:48 am by yarr »
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sambojin

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Re: [Android] Gem Lords
« Reply #6 on: March 12, 2014, 02:40:26 am »

Might just be my phone.

Can anyone test yarr's game on a Galaxy Ace or Galaxy Y?

I'm giving you a lot of trust on this yarr. It does say "needs internet connectivity" and has "payment" options. It's a fucking connect-3 game that doesn't work on my phone. Is there any reason that this thing needs anything other than the fucking ability to run? For your first game and all....
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yarr

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Re: [Android] Gem Lords
« Reply #7 on: March 12, 2014, 02:49:11 am »

I'm giving you a lot of trust on this yarr. It does say "needs internet connectivity" and has "payment" options. It's a fucking connect-3 game that doesn't work on my phone.

lol ;)

It "needs" internet connection to show some ads. It doesn't really *need* the internet connection tho, because if you don't have a connection it just doesn't show any. So should be all good there. I'm trying to find the problem...
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sambojin

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Re: [Android] Gem Lords
« Reply #8 on: March 12, 2014, 03:02:05 am »

I understand. Monetize your game once it works on a wide range of platforms. On android, it's normal. But if it doesn't work for work-horse phones, it's fail.

Ads for free games is semi-acceptable. Some android development platforms come with them inbuilt.

Make sure your shit works. Then get the money, the power and the women. Otherwise you'll have to expect bad reviews. Stuff that doesn't work gets them.

I'll check it again in a week or three.

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yarr

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Re: [Android] Gem Lords
« Reply #9 on: March 12, 2014, 03:17:15 am »

Well it's using LibGDX so it should actually work on a wide range of phones, maybe not all work horse phones ;)

It worked on all my phones + emus so I was pretty sure it should work everywhere, apparently I was wrong.

Anyway, thanks for the crash report again. I'll add some more minimum requirements to the manifest, and downgrade to a stable libGDX build (although that shouldn't really be the problem). Also I'll try to get hold of an older phone so I can test some more. Thanks again.
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sambojin

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Re: [Android] Gem Lords
« Reply #10 on: March 12, 2014, 03:35:15 am »

No worries. I'd actually rather help a coder just starting out, but I'm always too happy to use language that will usefully describe the pitfalls of "it doesn't work" to them.

It's almost like it's the internet, with a developer earning money for an slightly modified concept. Lol.

It'll hopefully be something small that's crashing it. Supporting 320x480 will cover 20% or so of the market. Think of the........ No, actually, don't. Chuck an error tracking version together.

(can *I* just put ads on people's phones? Because I could definitely make a game if that's the case. Would *I* make any money? I can! Wow!)

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It's a game. Have fun.

sambojin

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Re: [Android] Gem Lords
« Reply #11 on: March 12, 2014, 09:49:23 pm »

Problems with crappy phones being worked on. It is just a free game, but if some people could help yarr track down a crash bug it'd be great. Free, with unobtrusive ads. That can be turned off. Who doesn't want to hit stuff with arrows or lightning? Think of it as a cry out against certain crush derivatives. Or just help a bay12'er make a game.

We need more coders in any case. Give it a burl, because I want it to work on my phone. Send error/crash reports. Because you can.
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choppy

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Re: [Android] Gem Lords
« Reply #12 on: March 12, 2014, 09:56:04 pm »

I have a HTC, so I will check this out for you later.

yarr

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Re: [Android] Gem Lords
« Reply #13 on: March 13, 2014, 02:23:06 am »

Thanks again for the help here, apparently it's a problem with exactly the devices sambojin owns, so not much I can do there but blacklist them for now :(

I tried all day to fix the problem yesterday and it seems to run a tiny bit better on his Galaxy Y, but the game requires some textureswaps here and there so it eventually does crash there too.

They have the same problem with unity3D and cocos2D on these devices, so it's not a libGDX problem "unfortunately".

(If you're interested here is a more detailed report about the issue -clicky-)

So, if your device isn't one of the older Samsung devices you shouldn't have a problem. I ran this thing on a "wtf-is-internet Motorola" and it worked fine.

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darkpaladin109

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Re: [Android] Gem Lords
« Reply #14 on: March 14, 2014, 03:26:00 am »

Tried it out today on my Samsung Galaxy S2 and it seems to work fine. The difficulty curve seems to go up rapidly, though it could be just me. I do like it otherwise, since it's pretty fun and interesting.
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