Sunday, January 29, 2017

At this moment ... uploading the beta version

En este momento estoy cargando la versión Beta y ya definitiva de las versiones del juego para la DEMO. Desarrollaré algunos niveles más (por lo menos unos 20) para la versión final o de producción para Google Play.

Debido a que no logré ser aceptado por AdMob el juego Demo será publicado gratuitamente y la versión final que tendrá por lo menos 25 niveles se pondrá a la venta en la store. La intención era que sea gratuito pero tengo que cubrir algunos gastos xD

From here on, those activities are what I'm going to dedicate to the game but I do not rule out attempts to get monetization with LeadBolt (that way I get the game for free).

Thank you very much and happy beta test!

Thursday, January 26, 2017

Posted last alpha in Play Store

Already to test the latest Alpha version of the video game, this time the graduation of difficulty was performed as demanded several testers, some play scenarios have been eliminated and a more appropriate scenario was made for the game tutorial.

Message to the testers: For the doubts, to observe all the "novelties" of the game enter Options from the main menu and request to reset the data, consequently will eliminate the progress in the game (well, it matters if total several of those Levels are not definitive and not even the version that have installed on their devices will be the final).

All final comments about the game and their respective corrections will be posted in a new blog entry. If you have videos of gameplay, screenshots and others to collaborate with the publications is appreciated.

Finally, AdSense turned off my account, which I wish to be active in order to use AdMob for the publisher version of the Play Store. Apart from the fact that it is a final game, this game is also an idea that I have since the summer of 2014 and was a great opportunity to develop it, the intention is that this game is free with non-invasive advertising. The same is intended to show interstitially in the end-of-game scene for a single time.

That's it for today and happy gameplays!

Wednesday, January 25, 2017

Posterior corrections

At this moment, I finish performing the second phase of corrections and implementations in TopoBall. Now there is an explanatory scene of the game to be more entertaining to the state of play. Also the amount of FPS in the half (30 to be exact) was reduced for both the status update and the on-screen drawing.

It is possible to access the tutorial scene eliminating the stored data of the game since the idea was very simple, if there is no advance of levels will mean that it has not played.

Now I hope they update the game on the phones of my testers to see if they notice the difference in performance (which is what most concerns me), to my understanding performance ensures the permanence of active players (obvious, to be entertained as well) .

In short, it's time to upload Version Code 5 to Google Play and expect updates.

Tuesday, January 24, 2017

First Corrections

Well, according to what the testers indicated, the process of updating and correcting the game began. These corrections are listed below:

  • Reduction of physical elements (optimization for less powerful phones), practically removed 6 elements involved in the physical engine, small processors will appreciate it.
  • HaxeFlixel preloader suppression.
  • When you left the game with the BACK button on the cell phone the soft broke and showed the classic message to give the user the opportunity to report the fault.
  • End of Game Button with black letters. To continue with the same style.
  • Shorter transition. It was boring to see passing by boat to the mole between level and level.
  • Wake Lock active on Gameplay screen. Some players turned off the screen for not pressing it. Now that problem was solved in the game scene (the most important).
Now version 4 of TopoBall Alpha has been released on Google Play.

Walking the Beta

Well, with all the observations made by testers today the software correction stage begins. It was detected situations that are complicated to solve by using HaxeFlixel directly such as attending the event of an incoming call and others related to the Nape physics engine.

Many problems had to be overcome to reach the Alpha version, a very particular problem (and of great limitation) occurs when physical bodies do not accompany the camera tour, a great frustration. Time to correct it? No, unfortunately the weather tightens but for Schyzophrnic Bridge it is very important that you try to correct that problem of class FlxNapeTilemap.

Consequently, I do not think it appropriate to use Nape through Flixel add-ons. They have limitations, at some point in the development of the game you find yourself in complex situations to solve.

But well, so far I have a couple of fixes or corrections on the game, I'm going to hurry to make the corrections required by the testers (some, not all, and I will justify) to present a well polished Beta version.

Thank you very much to all!

Comments from Today's Tests

The following are the errors or problems encountered by the testers of the game:

I (BLU Live 5)


• Remove the preloader from HaxeFlixel

• The application breaks when you exit

• In End Game the word of the button must go in black

Miguel (Samsung Galaxy J2)

• Physics bugs a call

• Shorten the time for mole travel in the transition

• The screen is locked, dimmed, and starts to fail

Gina (Samsung Galaxy J7)

• The application breaks when you exit

• Graduating the difficulty of levels

• The game slowed down after losing several times, level 2

• Explain the game, there are things you did not realize

Martin (Samsung Galaxy J5)

• No comment

Rosana (Samsung Galaxy J7)

• High difficulty

Marianela (LG G4 Stylus)

• No comment

Joaquin (Motorola G4 Plus)

• Visual issues

Ana (Samsung Galaxy Core)

• Lock all the game (check the FPS and take effect) in Gameplay

Pablo Abratte

• In the menu screen, do not create a new pair of moles each time you touch the screen. I think it could give a wrong idea of ​​how to play, since you will not play creating moles.

• The topo selection screen I would remove it, it seems to me that it does not contribute anything. The characters are the same in terms of gameplay, only differ a little in appearance. In addition the mole and the colorful aspect of the game seems me sufficiently unisex.

• The screen when passing from one cave to another would give the possibility to skip it by touching (after 2 or 3 seconds if you want it to be seen), otherwise it seems to me very long and that cuts the action. PS: I realized afterwards that you can skip it by touching the level.

• From the mechanics of jumping when playing I did not realize until after, it would be good that in the first level it is like of tutorial and it forces you to realize that or to show you a message. As it is now, I think you tried to do that. But the problem is that as soon as the level falls on the thorns and it's like it does not give you time to think. I in the first level would not put elements that make you lose, as to give a breath to the player who finishes getting familiar with the controls. The trampoline that sends you to the fire is also as much for the first level.

• There is something that does not convince me of the movement with the accelerometer, it seems like slow and "pasty", I think it could be improved. Although the phone does not look as fluid as in the video you recorded, so I do not know if it will be some problem of mine. I am not sure how you will be applying the motion on the mole (you should modify the acceleration according to the direction of the accelerometer). I think that if you apply the acceleration you increase the value by which you multiply the direction the accelerometer gives you could cause it to move faster and seem to respond better (I think). In any case you could limit the maximum speed so that it does not get to move very fast.

• Otherwise the game is tremendous !!! It seems to me that the levels should be a bit more progressive in terms of difficulty. And try to avoid the openings in which it costs to enter, as at the beginning of the 3rd level, it is half difficult to fall just to enter.

• The graphics are very good, the animation of the eyes of the mole would slow it down, but it would seem like it deliriates too much. Also note that when the left eye arrives at the top, in the next frame is back in the center (from where it started). If you add a frame in which it is back in the middle position (between the center and the top) it would seem smoother animation.

Diego (Samsung Galaxy Core)

• It worked correctly.

Pablo Moretti (LG F60)

• No comment.

Monday, January 23, 2017

Gameplay by TopoBall Alpha

First video of TopoBall to demonstrate how to play, what are the dangers in the game and the complete sequence of the same.



Alpha Version Released

The Alpha version is already being installed on the devices of the selected testers. Some have already given their first impressions about the video game, giving recommendations, suggestions and showing small bugs.

This entry will be updated during this test week, mentioning those problems detected by the testers.

The selected testers are varied, from chef, teachers, teenagers, photographers, computer technicians, brokers, licensees of systems, etc. They all have different ages and skills with information technologies.

At the end of the day the errors and difficulties of the testers are published.


Many thanks to the testers!

Saturday, January 14, 2017

Some games to wait

Some of the prototypes of games to have fun for a moment:

Go to my itch.io account to try out three quick games. Notice that the language of the games is Spanish but it is not very complicated to understand either.



And shows some videos of games / prototypes made by me ...

EvilBall (Explanation of game mode)





Coming Soon! TopoBall! - Document of Description

SUMMARY

CONCEPT
Adventure game / platform where the player controls the fall of a mole to a cave full of tunnels and helps you find the exit avoiding the hazards that can damage it.

MAIN CHARACTERISTICS
Platform: Mobile. Initially Android and if possible later to iOS.
Victory status: To finish each level, the mole must arrive unharmed to the paper boat that will take him to the next cave. To win the full game you must complete all five game scenarios.
Defeat condition: Each time the mole collides with a trap, it will lose a life. If we spend a long time without being able to leave the tunnels, the mole will be stressed and the player will lose a life. If we lose the whole lives, the game will end and we will have to restart all the stages.

GAME MECHANICS
• The player must play with the mobile device vertically.
• The character will fall as a result of gravity and start a vertical route through the tunnels.
• The character is controlled by the accelerometer to indicate the horizontal direction to move and with a simple touch we allow the character to perform a jump.
• The player chooses tunnels to travel by moving metal gates performing drag and drop.
• The player must meet the level in a maximum time.
• To perfectly complete the level the player must get the three golden stars of the tunnel.

OPPONENTS
The opponents themselves are the difficulties of the road like pikes, fire, waste of time and the river where the boat awaits. The occurrence of the same are planned and implemented on the tiles map.

Until next time! Thank you!