Jump to content
  • Advertisement
  • entries
    228
  • comments
    58
  • views
    31790

Mobile Game Reviews: Let's Talk 3 BEST Battle Royale Mobile Games (PUBG Mobile)

Sign in to follow this  
NimbleThor

648 views

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.

Today, we take Rules of Survival, Survivor Royale, and Knives Out for a spin to answer the ultimate question; which one is the BEST Battle Royale game for Android & iOS? 

My thoughts on the best PUBG Mobile game:

Rules of Survival Review & Gameplay
My First Impressions video: https://youtu.be/zNh8BR0VHgY
Android: https://play.google.com/store/apps/details?id=com.netease.chiji&hl=en
iOS: https://itunes.apple.com/us/app/rules-of-survival/id1307961750?mt=8

Survivor Royale Review & Gameplay
My First Impressions video: https://youtu.be/-nT_AiJ_W60
Android: https://play.google.com/store/apps/details?id=com.netease.rs
iOS: https://itunes.apple.com/us/app/survivor-royale/id1309417491?mt=8

Knives Out Review & Gameplay
My First Impressions Video: https://youtu.be/dOGpeliOQF4
Android: https://play.google.com/store/apps/details?id=com.netease.ko&hl=en
iOS: https://itunes.apple.com/us/app/knives-out/id1312031248?mt=8

 

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

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By ERASERHEAD STUDIO
      A new entry in the devlog for 13 Ronin, a retro 2d samurai fighting game, this time it's about implementing the logic for the computer player.
      Happy coding!
      https://www.eraserheadstudio.com
       
       
    • By JustACicada
      Random Number God has been updated to v1.1.0.
      This is an incremental (although not idle) game about defeating randomized robots by rolling dice and playing cards that alter those dice and their effects.
      Other than performance fixes, the game has been rebalanced from the ground up. Now it should progress in a more fluid fashion. An option to reset the game with a significant boost to your power has been added, allowing you to advance further than you could before.
      There is also now an option to significantly speed up battle animations. Once you learn the rules of the game, a battle can easily take <2 min.
      Windows, Linux: https://justacicada.itch.io/random-number-god
      Android: https://play.google.com/store/apps/details?id=samuelVazquez.randomNumberGod


    • By sidbhati32
      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
    • By sidbhati32
      How to calculate angle between two points from a third point with the help of D3DXMATH library?
    • By Tenebris Equum
      i'm game designer without coding skills.
      i came here looking for Companions with Compassion; i must Retrieve mobile gaming industry overview.
      no matter where you live in this World; please step out it's about time. language barrier won't be problem between us.
      express your passion, and join me on this journey i'll talk to you about this Phenomenal project, add me on discord.
      startup is interesting, but im good.
      if this thread inappropriate please shut down the topic thanks.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!