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Member Since 04 Jan 2004
Offline Last Active Oct 29 2015 05:45 PM

Topics I've Started

How long should a mobile PvP game last?

08 June 2015 - 09:03 PM

I am working on a concept for now of a PvP game which would be limited to phones and possibly tablets.  The game will pair two people for a real-time game. I am not sure if the game is similar to anything in particular, i'm modeling it after two styles - tower defense and card games.


My question is how long should the game take - my gut feeling is it shouldn't be over 5 minutes, perhaps 4 minutes on average?.  This would include all rounds, though I am trying to not have rounds.  Game won't be fixed to that amount of time, but I need to have an average time in mind to figure out how gameplay should work.

Attribution license question - do I need to have the list in game?

14 March 2015 - 07:22 PM



I have a question about attribution license, for example https://creativecommons.org/licenses/by/3.0/us/


In an android game, where exactly do I need to provide credit for the assets (pretty much all the assets I have use this license).

For now I have a screen in game where all of the assets are listed along with links to where I got them from.  I also have a website for the game, where all the assets are listed with same links.


I have not seen other games list assets in-game, so is it enough to just list them on website? and could I remove the screen from game?  I am not sure if it looks good to have a huge list (few screens full) of assets.



[Free][Android] Maze Unlimited

23 September 2014 - 07:31 PM

Maze in first person https://play.google.com/store/apps/details?id=com.mildspring.maze


Built in Unity3D - in the past I've built a game in Corona SDK and Google's Android SDK (3 games)




All levels are dynamically generated for unlimited play. Every time you play, you will get a different maze.
You have unlimited time to finish each level.
But, finishing the maze quickly will grant you stars.
Each new level offers a bigger/tougher maze. 
Find the key to unlock the gate.




If you ever feel stuck, use the path-arrow button to get arrows on the floor showing you the way.
A path-arrow is awarded for each new level, spend them wisely as the game gets harder with each level.
No Ads in Maze Unlimited.
In-App Purchases let you buy more path-arrows - 3 at a time. You do not need these to finish the game. If you feel stuck, you can exit the level and try again in a newly generated maze.
Can you be the first one to beat the first 60 levels of Maze Unlimited? Add a comment and send us a screenshot so we can post your name on our blog and add more levels for everyone!


Please download and rate here: https://play.google.com/store/apps/details?id=com.mildspring.maze




[android] Bouncy Match

19 November 2013 - 05:04 PM



I'd like to introduce a new game. This is my first game in Corona, previously I used android sdk.


This is a physics based game. There are three pairs of balls (6 balls total), and you are supposed to match them by color.


It would help me a lot if I could get some feedback. You can post here, or private message me, whatever.


Here it is in google store: https://play.google.com/store/apps/details?id=com.mildspring.BouncyMatch


This is what it looks like (the brown rectangles rotate in game and push balls around)




need an algorithm for following a path (curved line)?

19 November 2013 - 09:56 AM

I am wondering how the game https://play.google.com/store/apps/details?id=com.namcowireless.flightcontrol&hl=en makes planes follow the path drawn by player.


Does anyone know of a simple algorithm to do this?


I am thinking of a game where there are predefined paths, which is kind of similar to the game I linked, but more like this:



So I want to go from one box to another, but following the paths. Please help. The paths would not be dynamic in my game.


edit (not sure if it's better to add post or update original, so doing both):

The paths will not be in terms of any function. The paths are going to represent roads from one point to another. During level creation, I'd define them as makes sense for the level.