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# Mobile Game Reviews: Let's Talk GunGun Online

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I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode.

A real-time multiplayer "Worms"-like turn-based shooting game with a room-based matchmaking meaning you get to have a say in who you're matched against (finally!).

The monetization seems on the heavy side, though, with most things acquirable through IAP, such as new vehicles etc.

My thoughts on GunGun Online:

Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh
Or join me on Facebook: https://www.facebook.com/mobilegamefan/
Or Instagram: https://www.instagram.com/nimblethoryt/
Or Twitter: https://twitter.com/nimblethor

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• ### Similar Content

• PROGRESS
Thought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

SCREENSHOTS
#1

*****************************************************************

#2

FEEDBACK
Right now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

Aside from these, any other constructive criticism is very welcome.

LINK
My game can be found at the Google Play Store here:
https://play.google.com/apps/testing/com.meatandgrain.PunchABunch

NOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

Thank you for your time, I hope you'll be able to find some fun in this little game!

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Happy coding!
https://www.eraserheadstudio.com

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• Hey,
So I have got this asteroid type game and today I encountered a new issue while testing this game.
What happened was that two asteroids were close to each other and I shot a bullet at them. The asteroids were so close to each other that a single bullet could collide to both of them.
It collided and my game crashed there itself. I figured out it happened because two asteroids and one bullet collided in the same frame.
This is the code -
void Collision::DoCollisions(Game *game) const
{
for (ColliderList::const_iterator colliderAIt = colliders_.begin(), end = colliders_.end();
colliderAIt != end;
++colliderAIt)
{
ColliderList::const_iterator colliderBIt = colliderAIt;
for (++colliderBIt; colliderBIt != end; ++colliderBIt)
{
Collider *colliderA = *colliderAIt;
Collider *colliderB = *colliderBIt;
if (CollisionTest(colliderA, colliderB))
{
game->DoCollision(colliderA->entity, colliderB->entity);
}
}
}
}


void Game::DoCollision(GameEntity *a, GameEntity *b)
{
Ship *player = static_cast<Ship *>(a == player_ ? a : (b == player_ ? b : 0));
Bullet *bullet = static_cast<Bullet *>(IsBullet(a) ? a : (IsBullet(b) ? b : 0));
Asteroid *asteroid = static_cast<Asteroid *>(IsAsteroid(a) ? a : (IsAsteroid(b) ? b : 0));
Bullet *bulletMode = static_cast<Bullet *>(IsBulletMode(a) ? a : (IsBulletMode(b) ? b : 0));
if (player && asteroid)
{
player->playerCollided = true;
//AsteroidHit(asteroid);
//DeletePlayer();
}
if (bullet && asteroid)
{
collidedBullets.push_back(bullet);
collidedAsteroid.push_back(asteroid);
//AsteroidHit(asteroid);
//DeleteBullet();
}
if(bulletMode && asteroid)
{
collidedBulletMode.push_back(bulletMode);
collidedAsteroid.push_back(asteroid);
}
}


void Game::CollisionResponse()
{
if(player_->playerCollided == true)
{
DeletePlayer();
}
else
{
if(!collidedAsteroid.empty())
{
for(AsteroidList::const_iterator collidedAsteroidIt = collidedAsteroid.begin(), end = collidedAsteroid.end(); collidedAsteroidIt != end ; ++collidedAsteroidIt )
{
AsteroidHit(*collidedAsteroidIt);
}
collidedAsteroid.clear();
}

if(!collidedBullets.empty())
{
for (BulletList::const_iterator bulletIt = collidedBullets.begin(), end = collidedBullets.end() ; bulletIt!=end; ++bulletIt)
{
DeleteBullet(*bulletIt);
}

collidedBullets.clear();
}
if(!collidedBulletMode.empty())
{
for (BulletList::const_iterator bulletIt = collidedBulletMode.begin(), end = collidedBulletMode.end() ; bulletIt!=end; ++bulletIt)
{
DeleteBulletMode(*bulletIt);
}
collidedBulletMode.clear();
}
}
}

in my game->docollision() -
whenever an asteroid and a bullet used to collide, the collided objects get collected in collidedasteroids and collidedbullets respectively. When two asteroids collided with the same bullet, the two asteroids got collected safely in collidedAsteroid but the single bullet got collected in collidedBullets twice, so when the deletion was happening, the second time iteration of the bullet couldn't find the respective bullet and it got crashed.

How am I supposed to approach this problem now?

Thanks

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